EASIEST Way to Make Painterly Animations in Blender 3D (Procedural Shader)
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- Опубліковано 19 лют 2024
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Some tutorials I liked with their own painterly approaches:
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• Painting brush strokes...
• Making 3D animation lo...
We'll guide you through the process of setting up procedural shaders in Blender, showing you how to manipulate nodes to achieve a dynamic, painterly effect that automatically applies across your entire animation. This method not only simplifies the creation process but also allows for incredible flexibility in adjusting the style and colors of your animation on the fly.
tutorial for anyone having a hard time finding the textures, open Crafty Asset Pack blend file than go to file>external data>unpack resources than i think its the first option they will give you, a folder will be created where that blend file is called "textures" and that's it enjoy.
Thanks!
you are a caring individual , thank you for your help !
THIS COMMENT!! THANKYOU!
bless you
If you can't click "unpack resources" just click on the ✔ in box next to "Automatically pack ressources" right above.
For Eevee users: in the Outline material, you don't need the second Mix Shader that uses the Geometry: Backfacing as the factor. You do have to go to the Material tab, Settings drop down at the bottom, and check Backface Culling, then set Blend Mode to Alpha Blend, and Shadow Mode to None.
That helped me so much, thank you!
for me it was under "viewport display" then do what you said (and idk if it was checked at the beginning but uncheck "show backface" if you can suddenly look through your model)
You are the best!
it took me months to figure out how to do this, and now everyone is doing tutorials. even the blender studios is doing it.
Ikr 😂 same here. must be the influence of arcane , spiderverse and all that
I remember using blender in middle school but holy shit has it upgraded so much. jeez, that's so fucking cool how well developed it got.
This honestly helped get me out of a creative rut. Great tutorial! Thank you!!!
Thank you for this amazing tutorial and video, made my day! I was looking for exactly this :)
wow! i saw many tutorials on youtube how to make any materials but your tutorial and material is best!
Thank you so much for this amazing Tutorial!
Thank you for the tutorial! That's amazing!
thank you so much for this tutorial, it was a big help and very easy to follow
Exactly what I was looking for. Thanks a lot!
thanks for the great tutorial and resources!
Awesome tutorial, thanks ❤🎉
This is going to be awsome 🙌! Thank you 🙏
Another great tutorial as always! 💪
Thanks!
@@SouthernShotty hii! i can't find the brush maps :(... please could u help me?
Great tutorial, thx for this one
this is just simple tutorial but i learn many thing from this video, ty so much :D
Cant wait to put this on my characters, thanks!
this looks fantastic. thank you.
wow, i particularly like how you generate the outline using a second material and solidify modifier to shade the flipped normals. i've never seen anyone use a technique like that before. it's *really* clever.
Beautiful!
Finally shotty did it . 🎉
so incredible, heck yes
Thank you very much!
Fantastic!
how did u make that preview area on the right? mine doesnt change when I add nodes.
I am in my Rendered viewport shading + Cycles Render Engine
this is surprisingly easy! i would have believed it to be really difficult lol
Incredible channel! you have a new follower and a like.
THANK YOU !!!!
At the start if the tutorial when i plug in the voronoi texture to the bsdf nothing on my model changes? No faceted look nothing any help here?
3 mins in and i may have a tip for you. if you want to keep the positions of the voronoi and just affect the edges the "linear light" blend mode works quite well
Where can I find the Paint-Brush Normal map ?
Hello! is it normal for the outline material affect some coloration to main material? Basically it gets darker if I set outline to darker colors.
very cool and easy to reproduce!
reminds me of Slime Rancher, very cool effect!
where can i find those png files with brushes. I dont see them...
VERY NICE, I LIKE. Is there a way to make this work in realtime in Eevee? I notice that when you plug the normal map and voronoi texture into the mix, the result doesn't move with the light. Is there a way to put the normal map node after the mix to make it behave more realistically?
I was wondering if there’s a way to export this to another render or sketchfab or is limited for blender ?
here, recreate this messy web and you can get a paint job. damn, blender devs gotta get their heads on straight. what a hack job!
can you add this filter to objects with more then one color?
How do i use image textures with this?
does anyone know if this will this work if exported to gltf for threejs?
You rock!
When I plug in the vorinoi texture to the normal, the end result has ununiform results, with each blob being different scales and stretches, how do I fix this?
I get very weird splotchy shadows in darker areas after using outline material... What could I have done wrong?
where can i find the free paint brush?
Is there a way to save the geo nodes so I don’t have to do this for every single model I work on ?
Instead of using two Mix Shader nodes for the outline, you could simply take the Is Shadow Ray and Backfacing outputs and combine them in a Math node either set to Add or Maximum and use the result as factor for a single Mix Shader.
Absolutely fantastic tutorial, thank you so much for making this! I've been looking for a tutorial like this for a long time. Very minor side note: It's pronounced "voro-NOY" not "voro-NEE"
nothing happens to mine when i put on the outline. any tips?
how does one apply this to UDIMs?
Love the tutorial! :D Is there a place where we can download this file so we can understand better the whole process? I´d love to have it. Thanks for this amazing tutorial!
Can you make one for evee, cycles is too heavy for my PC
How does this look when moving the camera angle? Did anyone try already?
Does this work on blender 3.6?
I LOVE YOUU
FINALLY
is it normal for objects to become darker after outline?
So damn cool tip, easy to understand.
If I wanted to use my own brush textures, how do you create the normal map of the brush like you have done? I wanted to take some brushes I use in procreate.
There's websites like SmartNormal or NormalMapOnline that automate this process which isn't always as accurate as you'd want but they do a pretty good job
Hi, awesome video! I´ve got a cool result here, thanks for teaching it! I just couldn´t find those free png files, they aren´t included on the zip, but i could use the tips on the other videos you-ve linked and it wnt great as well. Thank You so Much, that painterly was fun!!
I thought the same at first, to get those pngs, link the asset browser to the blend file and import the 4k paint brush texture (it was pink ig) and then you will have the files imported in your model too. Hope this helps
@@143a69 Hey Thank You, im gonna try this way🙏
@@143a69 now i'm even more confused, link the asset browser to the blend file? what? can you explain it better?
@@AndroChimera your other comment saved me here lol, thank you
Nice
🙌🏾💜thanks brother, the old tutorials were so long & confusing: This is great, concise and easy to follow
Excellent tutorial! Can't wait to use it in the future (but like, sir... it's vo-ro-noy, not vo-ro-nee)
This doesn't work for animations. When you start animating (even simple rotation), the normal map gets tangled up. The problem stems from the position socket in the voronoi texture. Does anyone know a fix or workaround?
Same here... Normal map does not work well when objects starts rotating. Hoping there's way to fix it...
@@ktheplayer3296 I ended up baking textures, still looks great imo
I love you
not really understand what happend from 9:45 ... :D how you can apply material to modifier or fliped normals.. where is magic?
nice
Yo, I cant find the paint brush pngs in the crafty asset pack. Was it removed?
Unpack the files from blender and you'll see all the png files
Cannot read Image 'C:\Users\user\Downloads\Crafty-Asset-Sample-Pack (2).blend\Image\Paint-Brush_normal.png': No such file or directory .What shall I do?
You are the one who makes a world a better place
Thank you!
Very nice ! One limitation : doesn't work for flat surfaces. In my case for a cylinder, you only get variations along the rotation, and no variations along the height of the cylinder. Plus both ends of the cylinder.
I think it's because the voronoi texture is based on the initial normal, which only changes along the rotation and not the height.
Any thought how to have voronoi cell on flat surfaces, or on 1-dimensional curvature ?
If you uv unwrap and change to uv input it could work better
@@SouthernShotty I'm not fond of uv unwrapping, but thanks a lot for the tip :) I appreciate it !
What I've found is you can set the object with flat surfaces to shade smooth but it could seems a little janky
to do this in unreal, is it easier to make this shader in blender and bake, then export, or just do the shader in unreal engine?
I'd just use unreal. Their node-based shader editor is miles ahead of blender's.
While you could do it in their material editor baking down everything that's done before the outline / displacement step would be more performant.
Finally🎉🎉🎉🎉🎉🎉
#notificationgang Love your videos!
"We're gonna go ahead"x800000
epic
First of all thank you for making this, the materials look amazing! I have a problem with the outline material. It's going over all of my model, it's like the material offset on the solidify modifier isn't working. I am using Blender 4.1, Cycles, I'm in rendered display, and have checked many times that my materials are the same as his. I have the two materials where Outline is the second one and material offset on Solidify is set to 1, same as in the video. I've tried to change that number as well, but it changes nothing for me. If anyone has an idea to what is wrong I would love to know!
I use backface culling and alpha blend on mine
@@dragoncraft010 I ended up removing the material slot for the outline mat and assigning it again. I had remade it a few times, but it didn't occur to me at first that I should probably remove the whole thing. Not sure why, but it worked for me after doing that!
is this a material in the asset pack or we have to still build it because I'm not seeing it
the paint material in the free sample pack or also in the paid pack
@@SouthernShotty What is it labeled because I'm not seeing it from the blendermarket downloads. i see paint-(metal, scratched, grunge, model, brush, wood puppet)
@@josepht1575 i was in the same situation as you, go to the shader editor, select a material and search the image and unpack!.
@@josepht1575 i was having the same issue i realised that you had to unpack the blend file to access the textures
The transparency on the outline material isn't working for me? It just makes the whole object completely black. How do I fix this?
If you're using Eevee check out my recent short.
I have a issue with the set of blender, I don´t know why I do everything of the first minute of this tutorial but I can´t preview the colors or everything, its like the materials doesn´t affect my cube, its still white and plain Could anyone help me?
You really need to watch basic tutorials first. Hit "Z" and either choose "material preview(7)" or "rendered(9)". You can also do this by clicking on viewport shading buttons that are on top right by default. Also, this tutorial is targeted for cycles, so make sure your render option is set to cycles
wow
How do you so it with an already textured model
You can't
Dude I was JUST trying to find out a way to do this thank you so much
You are very polite and honest, thank you for your help 💪
instead of Spider-verse, this gives TMNT Mutant mayhem vibes, i mean they used painterly style
dude, this looks so complicated!
画笔正常 这个在哪里呢
The way he says Voronoi stresses me out xD
I had a teacher once, (in the primordial sea of home computers) that used to say 'pixels' as 'pi-SHELLS'... haha
I know right? it's voronoi not veroni
I tried designing a painterly shader a while ago but I got lost in the way . .😅
I've tried a few times, finally got a result I'm happy with
the outline is not working...
Great tutorial.
Just something you might want to make note of, I lost count of how many times you said 'go ahead' but it was a lot 😂
Sorry about that
there's something uniquely American about this. other people from the US on YT do it too.
@@SouthernShotty No worries at all. When I playback my recorded voice I always find crutch words, maybe that's why I'm aware of it; keep up the great work 👍
29! roughly 1 'go ahead' every 24s.
Anyone else having problems with wrong shadows when rotating the sphere?
another day I realize I'm so bad at it
This looks great until you try to do it on hard surface models that aren‘t round
If you bevel the edges a bit it can work, but it definitely looks better on rounder models
i'll wait for savannah shire's comment 🤭
She commented on Twitter
Oilfly correctly.
Weeeeeeey faster method !!!
turn samples to 1 😂
That is awesome!!!
Is ther a way to export it to Unreal Engine
bake the textures maybe, i dont rlly know but u could try
nice tutorial :)
btw, dont want to be annoying but you kinda pronounce 'Voronoi' wrong XD
Can you bake this and export it ti an game engine like unity 3d?
Were you able to get it to export? Trying to use a gltf/glb like this outside of blender