I'm working on a love story short film and looking for a painterly effect. Stubbled uppon this on Gumroad. Just bought this!This is what the Doctor ordered! Speaking as an Oil Painter and digital Painter this is exactly what I'm looking for!! I'm so happy that you made this exists!!Thank you so much sir!!🙏❤
Absolutely brilliant! I love the shader and thanks for the detailed breakdown. It would be awesome if future updates focus on the shader being animation friendly.
Wow this is crazy!! I've been looking into this recently( like alot of these past commentors) and can't believe this exists. Amazing work, can't wait to try it out on one of my renders!
The blender community is great, but they are hard to please when it comes to money. You’d be surprised how many people expect every blender tool to be free.
I have to say, It is really fvcking impressive dude... I tried to understand how it works but lol, I can't even imagine how much work you have put into this, one day I am gonna learn this
I absolutely adore this shader and what it can achieve. A few questions, though I wanted to use this shader for animation, but I've run into 2 problems. First being the fact that if I don't have an ambient occlusion texture, without which the darker parts of the model look janky. Can I fix that somehow? The second issue is that the geo nodes are not refreshing every frame, and are just stuck to the model in Blender 3,2 after I move the model a little bit. Even if it isn't in animation, I have to re-apply geo-nodes every time I reposition a model, applying scale doesn't help. Bonus questions. Will there be a cycles tutorial? And is there a way to have not 1, but 2 colours for shade? So that we would have a kind of a gradient but not really. I think the built-in toon shader supports that, but I don't know blender even half as much as you do, so I might be wrong Once again, I love this shader. If it could support animation (geonodes updating every frame) and had a more stream-lined way of creating textures for eevee (without having to bake AO every frame), it would be absolutely revolutionary. It will have never been this easy and fun to create stunning stylized animations as it would be with your shader. Keep up the good work
Hey thanks for the support, animation is a bit hard at the moment, but there is a way to make it work. If you use a separate object and use the object info node to bring in your main mesh into the geonodes then it will automatically update per frame since it is pulling the location from the object. I wish this was already a thing in geometry nodes per object but it really isn’t without applying scale. Also, make sure that the camera is facing the object because the strokes are generated dependent on the camera view and angle. I was actually experimenting with a way to make the ambient occlusion map work for this. Optimization would not be the best but I think it is possible. Still need to explore it more. Lastly, the multiple colors is also coming, I plan on splitting everything by highlight, ambient light, shadow, and ambient occlusion. I just have not had the time to really push this to the next level. Currently been super busy on another project so this one has taken the back-burner for the time being. Definitely want to get back into it soon though.
Great work Alan ! I was wondering if there is a setup for the shadows to work in cycles ? I was able to simulate shadows baking the AO and playing with a color ramp but it wasn't very optimal, tell me if you've got something :)
Hey, I'm loving this stuff, I saw your first video back when it came out and it's awesome to see what youve built on it. I was just looking on your blender market page for this shader and was wondering if you could do a breakdown of the bathroom scene. Is the file available anywhere to explore through and see where and how you used your shader for that more digital minimalistic look?
Hey, sorry, I can’t personally share that file since the design is from Tonko House’s short film “the dam keeper”. I used my old method from my first video to get the effect. I also used a bit of baked lighting for some effects.
I am very impressed by your shader. I can only afford one of your shaders right now. I don't see a video on your Live Paint Filter. Can the Paint Filter do everything this shader can do and more? Or are they really two different tools?
I bought the it and it doesnt work. When I bought it and appended the material, it doesnt show strokes. edit: nevermind. After rebooting it, it works now
Hi! Love your work. And this one specially! I was wondering tho, this shader works with Cycles, does that means I could bake the result and convert it to a PBR texture? I'm working in a small game project and doing all the texturing by hand, in a more classic style, and this would be AWESOME for small props and backgrounds! But I do need to be able to take it to my game endine, meaning Unity in my case. So I was wondering if that's a workflow compatible with the plugin/shader!
Hey, so I don’t have a direct way of doing so, but it should be possible! If you want to use this effect in cycles, you have to bake the lighting in your scene. I do remember seeing a tutorial though at one point of how to bake textures in eevee from the viewport. That might honestly be the most helpful way to make everything work.
@@Tradigital Thanks for the reply! I honestly love this, and the fact that the shader works with Eevee AND Cycles is a huge plus, because I can make the promotional material in Blender and have the same PBR texture in the game engine, so I'm going to purchase it and try to make it work. I do also remember a couple tuts that touched on baking viewport textures. Again, thank you.
Hey Alan, thank you very much for your amazing shader and for this tutorial as well. :) It was super easy to achieve a similar result as in the tutorial by following it. But I've a few questions and I hope you can help me with them! On your Gumroad I saw the Render of the school toilette and the of the fox character and they both have the art style I would love to achieve for my projects. Unfortunately I wasn’t able to reproduce the shader even after trying it for several hours, so I thought asking might help. So my questions are these: -Did you do this render with Eevee or with Cycles? -Is there any option to soften the paint strokes texture and smooth the output of the shader in general? In compare to the render, the shader from Gumroad looks much more rougher, which is most noticeable on the generated strokes between lighter and darker parts. Stroke Blend kind of does the job, but if I go high on that I end up getting this heavy paint stroke “scratches” and if I use Geometry Nodes for the Paint Strokes on the edges it doesn’t work at all. - Is it possible to reduce or turn off the darker spots in the lighter areas? Like a “negative stroke scale variation”? - Would it be possible to get a sample simple sample scene which shows how to achieve a result like the school toilette? I hope I'm not just to stupid to work with your filter. Thank you very much for your help and your work!
Hey, so the Dam Keeper scene was done with a very old and disorganized version of this shader. It was actually the first thing I created with the shader and it was back when the shader was slightly different per object. It was before I compiled the entire thing into a working product. It was rendered in Eevee and done with a solidify modifier to alter the edges instead of geometry nodes, it was where each object technically had 3x the verticies and 3 separate shaders all on the single object, so it was very very heavy. You can make the strokes softer by changing out the alphas being used or by adjusting the invert/contrast of the shading. Also making the difference between the light and shadow sides more subtle will give a more smooth effect. The darker spots can be covered by changing the stroke random scale. I plan on implementing a better method in the future, but at the moment this is what I have finished. The GN is also going to be getting an update soon as well.
thank you for your work, trying this now! I have a question is there a way to make it work with with multiple differently colored light sources? The only thing I found is choosing the color of light and shadow but that's kinda limiting
It is the normal attribute that I am generating in the geometry nodes. Basically in geometry nodes I am transferring my normal direction from the apple to planes.
At the moment Blender doesn’t have a good way to export shaders like these to unity or unreal. I hope I’m the future there is some type of bridge that connects them better. Only option would be to bake the textures in blender and send them to unity as pbr.
It doesn't seem to work in cycles for me. Everything is there, except that it doesn't react to light whatsoever, so there is no shadow on my objects when I switch to cycles. I'm using blender 3.3, also tested on 3,1 Do you have any ideas why this is happening? Thanks
Hey Garret, so Cycles does not work with any live lighting NPR shader because it does not have a way to compute the light as a mask. Whenever using cycles you will always have to bake your lighting to an image and then use that as one of your textures just like the AO in the video.
This is amazing stuff! :D How difficult or flat out doable would it be to port this to something like Unity or Unreal? I find the idea of walking around an oil painting in VR interesting.
Hey! I wish I honestly knew. I am not very deep in the game space with unity and unreal so I don’t really know what can be ported and what can’t. My guess is that you cannot, but there might be some addons that can translate blender shaders over to unity or unreal.
Can I just use the 3D strokes without the actually material/shader? I want to have those strokes, but when I use the material aswell, all my texture gets washed away by the 2D strokes, when I try to use the Geo Network without the Material, it is just blank :(
Hey, sorry to hear that. It was not really made for that purpose, but I'm sure with some tweaking to the geonodes that it is possible. Biggest thing you will want to change is the materials themselves in the geonodes to make sure that they are not being overwritten by the ones I created.
I love this shader. I bought it immediately after watching this video, great work! I also have one question: Is there any way to only update the geometry nodes every "x" frames instead of every single frame? I've never worked with geometry nodes so maybe there's a really simple solution but I haven't figured it out yet. Thank you!
I plan on having an animation update soon for things like this. At the moment with the current way I am doing it, you cannot; but I do want to make it work that way. So hopefully soon I can make it work.
@@Tradigital awesome, again thank you so much for this shader. I can't imagine how much work it was / is. Also you're the nicest person for offering it for such a fair price So thank you so much again!
I was actually just working on it yesterday haha. I’m trying to optimize it down just a bit more before release. Check out my recent post on Twitter where I shared some of the options with it.
at 38:45, after I followed each step, my geometry does not show colors. It's still showing the baked black and white AO. What did you press to make it shift back to color?
when i import the geometry node the object disapears. The only thing different than the video shows is the Exclueded Vertex Group not saying Group at 41:05
Hey! Most likely this means that you are in an older version of blender. The geometry nodes requires Blender 3.2. If you see any red nodes in the node group then this is the issue.
I recently purchased your awesome shader but I have never installed a shader in blender and have not been able to figure out how to do it. I also have not been able to find any tutorials on how to instal downloaded shaders... If you or anyone in this thread can help with explaining how to install a shader into blender that would be most appreciated. It's killing me that I have not been able to use it yet haha.
@@Tradigital thank you for your response and I'm an idiot ha ha I had to quickly sift through at the moment because I could not watch the whole video just yet, but I will after work. Absolutely love the look of this shader. Keep up the good work!
I made this super easy actually! If you dig through the textures used for this project you’ll find “combined 36 brush strokes”. This can be changed out for any group of textures you want. Youll just need to make a simple 6/6 tiled texture of brushes to switch it out for.
Thank you so much for this! I have a problem with the light in my scene disappearing when using the shader and the object has a flat look compare to this tutorial. Any one?
Hey! Are any of the nodes in your geometry nodes tree red at the moment? If they are then that might mean you are using an out of date version of blender.
I would like to know the performance working with characters? Could u do a showcase for some stylized to realistic characters? Btw,the discord link doesnt seem to work.
I have tried doing a lot of stylized-painterly illustration in Blender. One thing I am curious is that, when working with characters, there might be a case that the object Edge is actually quite important as to the clarity of the graphic, on which this may fall short? Of course it depends on the model a lot. Definitely want to take a look of the shader in some illustration work use cases.
I’ll fix the link! Thanks for letting me know. The shader itself does work well with simple character designs. I have done some animal characters from “The Dam Keeper” that you can see on my instagram. The geometry nodes won’t work properly in most animations but the shader itself should. I’m working on ways to make the nodes work for animations. Just keep in mind that this shader does lean well towards simplified characters. Just like with illustration, every character needs to be made of simple shapes. Think characters more like the emotions from inside out and less like Clone Wars or What If. NPR shaders are always hard to make work with every type of model. It typically is made for a specific style, and if you use it on another it will not look very good.
Hello, I just bought this and was following the video to get to know everything about the shader but... on the "Illustration Shader_After" there's only the Material Output connected, nothing else. In the videos you have the Paint Borders in there but I couldn't find it anywhere, I'm using the Advanced version. Is there something else that needs to be done that I'm missing or did something change since you released the video? Thank you for the amazing shader!
Hey! So yes the project has changed a bit since the release but you should have access to the painterly borders node. I’ll check the file system and get back with you. Thanks for bringing this to my attention!
@@Tradigital Yes, sorry, I then decided to keep adding stuff to see what would happen and I believe it was just a matter of some of the nodes changing name or maybe I've made some confusion regarding what is what. I thought the "Paint Borders" was the borders around each object, but then I've noticed that when I added the geometry nodes with the "Blender Illustration Shader" node, the object finally had the "borders". So I think the "Paint Borders" you have connected to the output may be the other shader for the frame limits, right? The "Painterly Borders" shader on your Gumroad. If that's the case, just ignore this 😅 I was just not thinking correctly. And thank you for the answer and the amazing shader you created, loving it!
@@marcoapaulo So yes, that is the case. When I released a few more of my tools last year I decided to also make a bundle pack that would make it easier for previous users to enjoy new projects I released. So I changed the “advanced” version of the blender illustration shader into the Tradigitalist Toolbag. This included the painterly borders and painter’s color filter in separate files but still in the same bundle. So all previous owners would still receive it. What I believe you were referring to was the edge breaking GN tree that I made for this video. I already plan on updating this in the near future but I need some time to really sit down and plan everything out. I think if you purchased the advanced version, you should have access to everything and it should all be working. Let me know if you run into anymore issues.
@@Tradigital Yes, that's exactly it. I bought the Blender Illustration Shader v3.0, didn't notice there was actually more to it, almost an instant buy as soon as I saw it! eheheh but yeah, everything's working just fine, just need to keep using it and testing with it until I get the results I want. Thank you once again :)
Hey this shader is amazing! I have one question about it, are you able to change the texture? Like instead of it looking like paint it could be like scribbles Thanks !
Sure, if you want, feel free to change the textures. They are all brush strokes in a texture atlas, but you can alter the image however you want to change the effect.
i purchased the shader a while ago, is it possible to upgrade it for free? if yes, could you please explain how? i tried but i couldn't figure it out on my own. Thank you for your amazing efforts
Hey! If you previously purchased the bundle version then this one should be available for free on your account. Do you remember what you purchased prior to the big update?
One question, can your gumroad products be used for commercial projects? There are no licenses specified on your shader and villagen so i just want to clarify what you allow customers to do with them. Also since this is a complex shader that is slow to compile it might be best to use the cycles rendered viewport shading while in the designing phase. It will keep the shading editor more responsive and you don't have to wait for Eevee to compile every minor change.
@@Tradigital Thank you for your response, i was more thinking about images/animations on a freelance or for video games on an indie level at best. However i will keep it in mind and contact you if a opportunity arises.
@@Tradigital Having commercial licenses to buy does make it easier to understand. The question or problem with the phrasing here that would pop up for me would be how do these apply for creators that make monetized animations for youtube or any kind of platform for example, since they don't really generate money from selling copies but by generating ad revenue through views.
@@andreasniedermaier for most indie artists and UA-camrs, commercial license would be ideal. The extended is just for companies that are doing very large scale projects.
It is a bit hard to say. I do not have a ton of experience in Unity. I am sure there is some type of material/geometry nodes bridge for it. Bengine on blender market might work.
Hey Alan, i finally bought it and honestly I love your shader and it's working great. I encountered two issues: First issue is that my objects aren't reacting to the lights in my scene at all. (They only work if there's no light or if i set the light to 100000 Watts..) Second problem is that i cant find the paint stroke nodes in the node tree file :((( Would love if you can help me out on these issues, your work is awesome and i love how it looks already i just need to fix these issue to be able to continue my mini project. ❤
Hey, that is definitely strange with the lighting, sometimes for shaders you do need to have very bright lights for things to react properly, but my main guess is that the geometry nodes part is no longer working in updated versions of blender and it is messing with the shader. I plan on updating this hopefully soon in the summer. I have some new ideas I want to implement but it might be awhile till I can get that working properly. As for the stroke node, it is pretty deep inside the node tree of the shader editor, do you plan on altering it?
@@Tradigital omg you're so fast to answer and I really appreciate that hahah I see, yea that might be the issue but no problem I'll try to mess with it until it works. As for the paint stroke node, I was just trying to append it like you did at 40:15 but I couldn't find it. I did some digging and I found out that it is indeed there but it's under another name, it's under "Blender Illustration Shader" so that was solved hahaha. I'll def look for the new update, I appreciate your hard work and can't wait to see what you come up with!! I wish you a great summer brother. (PS: I'm doing a short simple skull render to dip my toes in the water XD , I'll tag you when i post the video)
@Cansyrian oh I forgot I changed the name, glad you found it. I will be revising it for this to all be easier in the coming months hopefully, this is very out of date, especially in Geometry Nodes tree. Definitely keep me up to date and I can try to answer anymore questions you have. Message me on Instagram or Twitter with images and it can normally be easier to answer any concerns.
Yes! the shader is all UV based so it would work just like any other texture. The geometry nodes could be a bit weird since they require to use the objects in applied transform, but this can easily be remedied by using a separate object to generate the strokes and using the object info node in Geometry nodes.
You would have to bake every single frames lighting to make cycles work for animation. I would recommend using eevee for this use case. The results will look better anyway.
Hello, this shader is crazy thanks for it but i have a little problem my model disappear when i put the geometry group on it. Is it a common problem and what is the reason ?
Hey! That normally either means the file is corrupt, or you are using an outdated version of blender that doesn’t have all of the geometry nodes present in the tree. What version are you currently on?
So this specific tool just requires 3.2 so it should be working. Did you by any chance save your file with the geometry nodes in 3.0? If so then the node tree is probably corrupt. I would try redownloading and opening the file I provided and opening it in the most up to date version of blender. If you are still having issues, let me know and I can take a look at the file.
Well this is amazing so obviously I had to buy it hahaha Now, noob questions. I followed the steps at the end for adding this to other scenes I have added the geometry nodes, and when I do so, the light / shadows automatically translate into the lights For the object this doesn't affect too much, but for the plane it completetly changes everything, making the 'painted look' follow the light falloff. Did I skip any step or am I doing something wrong when adding the geometry node? And secondly, this is question. I had an idea of applying this shader into a human sculpture I had. I wanted to achieve a realistic / painted look. In this sculpture I already have a textured skin map. Is it posible to merge this shader with an already existent texture so it adds a painted look, but using the colours of the texture I already have?
Hey, I don’t quite understand what is happening with the plane, if you want to send me an email with some images of the issue then that might help. As for the texture input you definitely can. Just follow the same method as I did in the base file for the Apple material. It should work for that. You can email me at alanwyatt421@gmail.com for any further questions!
I'm working on a love story short film and looking for a painterly effect. Stubbled uppon this on Gumroad. Just bought this!This is what the Doctor ordered! Speaking as an Oil Painter and digital Painter this is exactly what I'm looking for!! I'm so happy that you made this exists!!Thank you so much sir!!🙏❤
Absolutely brilliant! I love the shader and thanks for the detailed breakdown. It would be awesome if future updates focus on the shader being animation friendly.
Definitely in the works!
Wow this is crazy!! I've been looking into this recently( like alot of these past commentors) and can't believe this exists. Amazing work, can't wait to try it out on one of my renders!
I am so happy to meet your new tutorial again.
And thank you for sharing such a wonderful shader! You're the best!
I just bought this and I'm obsessed!! Without a doubt my favorite blender add on :))
Simple the best. The best painting like shader so far. Thank you
Thank you! great explanation and walkthrough! Perfectly explained the functions of each of the node's inputs. Great video!
Your work is incredible. You really undersell your product good sir. This is worth top dollar
The blender community is great, but they are hard to please when it comes to money. You’d be surprised how many people expect every blender tool to be free.
New and happy customer, I've read you say you were not a youtuber, but still, excellent explanation of the different parameters and whole concept!
I love this shader!!
dude thank you so much! Your clay shader's blow my mind!
@@Tradigital You are too kind my dude
Procedural Legends, the both of yas
This is legit amazing dude. Its so convincing. Great upgrade.
I have to say, It is really fvcking impressive dude... I tried to understand how it works but lol, I can't even imagine how much work you have put into this, one day I am gonna learn this
Great tutorial Alan. Excellent first vid.
thank you very much Alan! super fantastic...!
This is such a cool style. Thank you so much for making these tutorials. Loved your videos! You're awesome!
Incredible! Woah.
just bought it haha awesome
Looks amazing. I hope I get it to work.
Great tutorial, thanks for sharing!
amazing. great job!
hey there, thank you very much for this shader, this is so useful and looks beautiful!
It's so freaking amazing!
I was documented myself on how to do this kind of shader and you arrived like the savior!
Can't wait to use it 😎
Amazing, love this!!
I absolutely adore this shader and what it can achieve. A few questions, though
I wanted to use this shader for animation, but I've run into 2 problems. First being the fact that if I don't have an ambient occlusion texture, without which the darker parts of the model look janky. Can I fix that somehow?
The second issue is that the geo nodes are not refreshing every frame, and are just stuck to the model in Blender 3,2 after I move the model a little bit. Even if it isn't in animation, I have to re-apply geo-nodes every time I reposition a model, applying scale doesn't help.
Bonus questions. Will there be a cycles tutorial?
And is there a way to have not 1, but 2 colours for shade? So that we would have a kind of a gradient but not really. I think the built-in toon shader supports that, but I don't know blender even half as much as you do, so I might be wrong
Once again, I love this shader. If it could support animation (geonodes updating every frame) and had a more stream-lined way of creating textures for eevee (without having to bake AO every frame), it would be absolutely revolutionary. It will have never been this easy and fun to create stunning stylized animations as it would be with your shader. Keep up the good work
Hey thanks for the support, animation is a bit hard at the moment, but there is a way to make it work. If you use a separate object and use the object info node to bring in your main mesh into the geonodes then it will automatically update per frame since it is pulling the location from the object. I wish this was already a thing in geometry nodes per object but it really isn’t without applying scale. Also, make sure that the camera is facing the object because the strokes are generated dependent on the camera view and angle.
I was actually experimenting with a way to make the ambient occlusion map work for this. Optimization would not be the best but I think it is possible. Still need to explore it more.
Lastly, the multiple colors is also coming, I plan on splitting everything by highlight, ambient light, shadow, and ambient occlusion. I just have not had the time to really push this to the next level.
Currently been super busy on another project so this one has taken the back-burner for the time being. Definitely want to get back into it soon though.
it is really-really cool but my poor MacAir is just dying under the calculations pressure, I'll hope for a "light" version coming one day =)
I’m waiting for blender to create a scatter or loop node. Those will drastically help with the calculation times!
@@Tradigital looking forward for any updates =) thank u!
Wow, have you ever considered using Serpens? I feel like you could make the most out of it and can take all of your ideas even further!
actually yeah! I really want to learn it so I can start producing addons.
Great work Alan ! I was wondering if there is a setup for the shadows to work in cycles ? I was able to simulate shadows baking the AO and playing with a color ramp but it wasn't very optimal, tell me if you've got something :)
Sadly no, the only way is through baking since the shader to RGB does not work in cycles.
Продолжайте, пожалуйста( Ваши уроки очень ценные и редкие, мне не хватает ваших знаний
Hey, I'm loving this stuff, I saw your first video back when it came out and it's awesome to see what youve built on it. I was just looking on your blender market page for this shader and was wondering if you could do a breakdown of the bathroom scene. Is the file available anywhere to explore through and see where and how you used your shader for that more digital minimalistic look?
Hey, sorry, I can’t personally share that file since the design is from Tonko House’s short film “the dam keeper”. I used my old method from my first video to get the effect. I also used a bit of baked lighting for some effects.
I am very impressed by your shader. I can only afford one of your shaders right now. I don't see a video on your Live Paint Filter. Can the Paint Filter do everything this shader can do and more? Or are they really two different tools?
I have a video about the paint filter coming out very very soon. Hopefully that will explain things better.
I bought the it and it doesnt work. When I bought it and appended the material, it doesnt show strokes.
edit: nevermind. After rebooting it, it works now
Hi! Love your work. And this one specially! I was wondering tho, this shader works with Cycles, does that means I could bake the result and convert it to a PBR texture? I'm working in a small game project and doing all the texturing by hand, in a more classic style, and this would be AWESOME for small props and backgrounds! But I do need to be able to take it to my game endine, meaning Unity in my case. So I was wondering if that's a workflow compatible with the plugin/shader!
Hey, so I don’t have a direct way of doing so, but it should be possible! If you want to use this effect in cycles, you have to bake the lighting in your scene. I do remember seeing a tutorial though at one point of how to bake textures in eevee from the viewport. That might honestly be the most helpful way to make everything work.
@@Tradigital Thanks for the reply! I honestly love this, and the fact that the shader works with Eevee AND Cycles is a huge plus, because I can make the promotional material in Blender and have the same PBR texture in the game engine, so I'm going to purchase it and try to make it work. I do also remember a couple tuts that touched on baking viewport textures. Again, thank you.
Hey Alan,
thank you very much for your amazing shader and for this tutorial as well. :) It was super easy to achieve a similar result as in the tutorial by following it. But I've a few questions and I hope you can help me with them!
On your Gumroad I saw the Render of the school toilette and the of the fox character and they both have the art style I would love to achieve for my projects. Unfortunately I wasn’t able to reproduce the shader even after trying it for several hours, so I thought asking might help.
So my questions are these:
-Did you do this render with Eevee or with Cycles?
-Is there any option to soften the paint strokes texture and smooth the output of the shader in general? In compare to the render, the shader from Gumroad looks much more rougher, which is most noticeable on the generated strokes between lighter and darker parts. Stroke Blend kind of does the job, but if I go high on that I end up getting this heavy paint stroke “scratches” and if I use Geometry Nodes for the Paint Strokes on the edges it doesn’t work at all.
- Is it possible to reduce or turn off the darker spots in the lighter areas? Like a “negative stroke scale variation”?
- Would it be possible to get a sample simple sample scene which shows how to achieve a result like the school toilette?
I hope I'm not just to stupid to work with your filter. Thank you very much for your help and your work!
Hey, so the Dam Keeper scene was done with a very old and disorganized version of this shader. It was actually the first thing I created with the shader and it was back when the shader was slightly different per object. It was before I compiled the entire thing into a working product.
It was rendered in Eevee and done with a solidify modifier to alter the edges instead of geometry nodes, it was where each object technically had 3x the verticies and 3 separate shaders all on the single object, so it was very very heavy.
You can make the strokes softer by changing out the alphas being used or by adjusting the invert/contrast of the shading. Also making the difference between the light and shadow sides more subtle will give a more smooth effect.
The darker spots can be covered by changing the stroke random scale. I plan on implementing a better method in the future, but at the moment this is what I have finished. The GN is also going to be getting an update soon as well.
thank you for your work, trying this now! I have a question is there a way to make it work with with multiple differently colored light sources? The only thing I found is choosing the color of light and shadow but that's kinda limiting
In this version sadly no. I do have a new version hopefully coming in the near future that will help though!
Hi, n00b here, what are you doing exactly @ 21:55 (we can't see keystrokes or what that normal is connected to). Great shader!
It is the normal attribute that I am generating in the geometry nodes. Basically in geometry nodes I am transferring my normal direction from the apple to planes.
Wow, I absolutely love this shader! Does it also work when applied in game engines like Unity?
At the moment Blender doesn’t have a good way to export shaders like these to unity or unreal. I hope I’m the future there is some type of bridge that connects them better. Only option would be to bake the textures in blender and send them to unity as pbr.
I did fall into the geometry nodes trap I think he mentioned it at 34:00 or something. Uh...just follow what he does. :D
It doesn't seem to work in cycles for me. Everything is there, except that it doesn't react to light whatsoever, so there is no shadow on my objects when I switch to cycles. I'm using blender 3.3, also tested on 3,1
Do you have any ideas why this is happening? Thanks
Hey Garret, so Cycles does not work with any live lighting NPR shader because it does not have a way to compute the light as a mask. Whenever using cycles you will always have to bake your lighting to an image and then use that as one of your textures just like the AO in the video.
This is amazing stuff! :D How difficult or flat out doable would it be to port this to something like Unity or Unreal? I find the idea of walking around an oil painting in VR interesting.
Hey! I wish I honestly knew. I am not very deep in the game space with unity and unreal so I don’t really know what can be ported and what can’t. My guess is that you cannot, but there might be some addons that can translate blender shaders over to unity or unreal.
@@Tradigital If it wasn't that I've already filled up too much time with projects as is, I'd try it. xD Thanks for the answer!
Can I just use the 3D strokes without the actually material/shader? I want to have those strokes, but when I use the material aswell, all my texture gets washed away by the 2D strokes, when I try to use the Geo Network without the Material, it is just blank :(
Hey, sorry to hear that. It was not really made for that purpose, but I'm sure with some tweaking to the geonodes that it is possible. Biggest thing you will want to change is the materials themselves in the geonodes to make sure that they are not being overwritten by the ones I created.
I love this shader. I bought it immediately after watching this video, great work! I also have one question: Is there any way to only update the geometry nodes every "x" frames instead of every single frame? I've never worked with geometry nodes so maybe there's a really simple solution but I haven't figured it out yet. Thank you!
I plan on having an animation update soon for things like this. At the moment with the current way I am doing it, you cannot; but I do want to make it work that way. So hopefully soon I can make it work.
@@Tradigital awesome, again thank you so much for this shader. I can't imagine how much work it was / is. Also you're the nicest person for offering it for such a fair price
So thank you so much again!
@@MrPhili10 thank you so much for the support. It helps way more then you think!
I wonder when The Geometry Nodes Line Art Generator (Coming Soon) is coming out? I want it to be diverse
I was actually just working on it yesterday haha. I’m trying to optimize it down just a bit more before release. Check out my recent post on Twitter where I shared some of the options with it.
@@Tradigital Thanks, looking forward to seeing you :D
at 38:45, after I followed each step, my geometry does not show colors. It's still showing the baked black and white AO. What did you press to make it shift back to color?
oop. Forgot to plug it back into the material output. Problem solved
@@boxlord sorry, just saw this! Glad you were able to fix it.
when i import the geometry node the object disapears. The only thing different than the video shows is the Exclueded Vertex Group not saying Group at 41:05
Hey! Most likely this means that you are in an older version of blender. The geometry nodes requires Blender 3.2. If you see any red nodes in the node group then this is the issue.
U re a genius!
I recently purchased your awesome shader but I have never installed a shader in blender and have not been able to figure out how to do it. I also have not been able to find any tutorials on how to instal downloaded shaders... If you or anyone in this thread can help with explaining how to install a shader into blender that would be most appreciated. It's killing me that I have not been able to use it yet haha.
Hey, I explain how right here 31:00
@@Tradigital thank you for your response and I'm an idiot ha ha I had to quickly sift through at the moment because I could not watch the whole video just yet, but I will after work. Absolutely love the look of this shader. Keep up the good work!
very impressive! Can this shader be used for rendering big interior scene?
That all depends on your computer. It may take awhile to compile and render, but it should work!
is there any way to switch the texture brush to a different texture like watercolors of chalk.
I made this super easy actually! If you dig through the textures used for this project you’ll find “combined 36 brush strokes”. This can be changed out for any group of textures you want. Youll just need to make a simple 6/6 tiled texture of brushes to switch it out for.
Thank you so much for this!
I have a problem with the light in my scene disappearing when using the shader and the object has a flat look compare to this tutorial. Any one?
Hey! Are any of the nodes in your geometry nodes tree red at the moment? If they are then that might mean you are using an out of date version of blender.
I would like to know the performance working with characters? Could u do a showcase for some stylized to realistic characters?
Btw,the discord link doesnt seem to work.
I have tried doing a lot of stylized-painterly illustration in Blender. One thing I am curious is that, when working with characters, there might be a case that the object Edge is actually quite important as to the clarity of the graphic, on which this may fall short? Of course it depends on the model a lot. Definitely want to take a look of the shader in some illustration work use cases.
I’ll fix the link! Thanks for letting me know.
The shader itself does work well with simple character designs. I have done some animal characters from “The Dam Keeper” that you can see on my instagram. The geometry nodes won’t work properly in most animations but the shader itself should. I’m working on ways to make the nodes work for animations.
Just keep in mind that this shader does lean well towards simplified characters. Just like with illustration, every character needs to be made of simple shapes. Think characters more like the emotions from inside out and less like Clone Wars or What If.
NPR shaders are always hard to make work with every type of model. It typically is made for a specific style, and if you use it on another it will not look very good.
Hello, I just bought this and was following the video to get to know everything about the shader but... on the "Illustration Shader_After" there's only the Material Output connected, nothing else. In the videos you have the Paint Borders in there but I couldn't find it anywhere, I'm using the Advanced version. Is there something else that needs to be done that I'm missing or did something change since you released the video? Thank you for the amazing shader!
Hey! So yes the project has changed a bit since the release but you should have access to the painterly borders node. I’ll check the file system and get back with you. Thanks for bringing this to my attention!
@@Tradigital Yes, sorry, I then decided to keep adding stuff to see what would happen and I believe it was just a matter of some of the nodes changing name or maybe I've made some confusion regarding what is what. I thought the "Paint Borders" was the borders around each object, but then I've noticed that when I added the geometry nodes with the "Blender Illustration Shader" node, the object finally had the "borders". So I think the "Paint Borders" you have connected to the output may be the other shader for the frame limits, right? The "Painterly Borders" shader on your Gumroad.
If that's the case, just ignore this 😅 I was just not thinking correctly.
And thank you for the answer and the amazing shader you created, loving it!
@@marcoapaulo So yes, that is the case. When I released a few more of my tools last year I decided to also make a bundle pack that would make it easier for previous users to enjoy new projects I released. So I changed the “advanced” version of the blender illustration shader into the Tradigitalist Toolbag. This included the painterly borders and painter’s color filter in separate files but still in the same bundle. So all previous owners would still receive it.
What I believe you were referring to was the edge breaking GN tree that I made for this video. I already plan on updating this in the near future but I need some time to really sit down and plan everything out. I think if you purchased the advanced version, you should have access to everything and it should all be working. Let me know if you run into anymore issues.
@@Tradigital Yes, that's exactly it. I bought the Blender Illustration Shader v3.0, didn't notice there was actually more to it, almost an instant buy as soon as I saw it! eheheh but yeah, everything's working just fine, just need to keep using it and testing with it until I get the results I want. Thank you once again :)
Hey this shader is amazing! I have one question about it, are you able to change the texture? Like instead of it looking like paint it could be like scribbles
Thanks !
Sure, if you want, feel free to change the textures. They are all brush strokes in a texture atlas, but you can alter the image however you want to change the effect.
@@Tradigital alright thank you !!
i purchased the shader a while ago, is it possible to upgrade it for free? if yes, could you please explain how? i tried but i couldn't figure it out on my own. Thank you for your amazing efforts
Hey! If you previously purchased the bundle version then this one should be available for free on your account. Do you remember what you purchased prior to the big update?
@@Tradigital Thank you for the response, I figured it out :)
Is it designed for still images or is it effective for animated scenes as well?
It works in both, just depends on how you utilize it!
One question, can your gumroad products be used for commercial projects?
There are no licenses specified on your shader and villagen so i just want to clarify what you allow customers to do with them.
Also since this is a complex shader that is slow to compile it might be best to use the cycles rendered viewport shading while in the designing phase.
It will keep the shading editor more responsive and you don't have to wait for Eevee to compile every minor change.
Hey Andreas, I just updated the licenses on my products. I hope that makes it easier to understand.
@@Tradigital Thank you for your response, i was more thinking about images/animations on a freelance or for video games on an indie level at best. However i will keep it in mind and contact you if a opportunity arises.
@@Tradigital Having commercial licenses to buy does make it easier to understand. The question or problem with the phrasing here that would pop up for me would be how do these apply for creators that make monetized animations for youtube or any kind of platform for example, since they don't really generate money from selling copies but by generating ad revenue through views.
@@andreasniedermaier for most indie artists and UA-camrs, commercial license would be ideal. The extended is just for companies that are doing very large scale projects.
@@Tradigital I agree. Thank you for your time and clearing things up.
Any chance this will show up in blender market?
It is also in the blender market! Just search “Blender Illustration Shader”.
@@Tradigital lol, i should have done a search first in blender market before asking. Thank you so much. I'm putting this on my wishlist :D
Does it work with Unity? (import the model + material)
It is a bit hard to say. I do not have a ton of experience in Unity. I am sure there is some type of material/geometry nodes bridge for it. Bengine on blender market might work.
Hey Alan, i finally bought it and honestly I love your shader and it's working great.
I encountered two issues:
First issue is that my objects aren't reacting to the lights in my scene at all. (They only work if there's no light or if i set the light to 100000 Watts..)
Second problem is that i cant find the paint stroke nodes in the node tree file :(((
Would love if you can help me out on these issues, your work is awesome and i love how it looks already i just need to fix these issue to be able to continue my mini project. ❤
Im using eevee by the way!
Hey, that is definitely strange with the lighting, sometimes for shaders you do need to have very bright lights for things to react properly, but my main guess is that the geometry nodes part is no longer working in updated versions of blender and it is messing with the shader. I plan on updating this hopefully soon in the summer. I have some new ideas I want to implement but it might be awhile till I can get that working properly.
As for the stroke node, it is pretty deep inside the node tree of the shader editor, do you plan on altering it?
@@Tradigital omg you're so fast to answer and I really appreciate that hahah
I see, yea that might be the issue but no problem I'll try to mess with it until it works. As for the paint stroke node, I was just trying to append it like you did at 40:15 but I couldn't find it. I did some digging and I found out that it is indeed there but it's under another name, it's under "Blender Illustration Shader" so that was solved hahaha.
I'll def look for the new update, I appreciate your hard work and can't wait to see what you come up with!! I wish you a great summer brother.
(PS: I'm doing a short simple skull render to dip my toes in the water XD , I'll tag you when i post the video)
@Cansyrian oh I forgot I changed the name, glad you found it. I will be revising it for this to all be easier in the coming months hopefully, this is very out of date, especially in Geometry Nodes tree.
Definitely keep me up to date and I can try to answer anymore questions you have. Message me on Instagram or Twitter with images and it can normally be easier to answer any concerns.
Does it work with animation?
Yes! the shader is all UV based so it would work just like any other texture. The geometry nodes could be a bit weird since they require to use the objects in applied transform, but this can easily be remedied by using a separate object to generate the strokes and using the object info node in Geometry nodes.
İnteresting
Does this works on Cycles and for animated objects?
You would have to bake every single frames lighting to make cycles work for animation. I would recommend using eevee for this use case. The results will look better anyway.
IMMEDIATE SUB!
Hello, this shader is crazy thanks for it but i have a little problem my model disappear when i put the geometry group on it. Is it a common problem and what is the reason ?
Hey! That normally either means the file is corrupt, or you are using an outdated version of blender that doesn’t have all of the geometry nodes present in the tree. What version are you currently on?
@@Tradigital I tryed with the 3.0 then the 3.3 the problem is still happening
So this specific tool just requires 3.2 so it should be working. Did you by any chance save your file with the geometry nodes in 3.0? If so then the node tree is probably corrupt. I would try redownloading and opening the file I provided and opening it in the most up to date version of blender. If you are still having issues, let me know and I can take a look at the file.
@@Tradigital It works ! Thanks a lot for work and your reactivity !
Im sorry to bother you again but i have a last little problem, the paint strokes don't have alpha channel the full planes are textured.
Does this shader work for texture baking?
Yes, you can bake the shader to pbr textures if you want
@@Tradigital Thanks for clarifying!
Short?? Hahaha
I know 🤦🏼♂️😂 I almost had my editor put “sHoRt” up in the top corner 😂😂
Well this is amazing so obviously I had to buy it hahaha
Now, noob questions. I followed the steps at the end for adding this to other scenes
I have added the geometry nodes, and when I do so, the light / shadows automatically translate into the lights
For the object this doesn't affect too much, but for the plane it completetly changes everything, making the 'painted look' follow the light falloff. Did I skip any step or am I doing something wrong when adding the geometry node?
And secondly, this is question. I had an idea of applying this shader into a human sculpture I had. I wanted to achieve a realistic / painted look. In this sculpture I already have a textured skin map. Is it posible to merge this shader with an already existent texture so it adds a painted look, but using the colours of the texture I already have?
Hey, I don’t quite understand what is happening with the plane, if you want to send me an email with some images of the issue then that might help. As for the texture input you definitely can. Just follow the same method as I did in the base file for the Apple material. It should work for that. You can email me at alanwyatt421@gmail.com for any further questions!
que triste no tengo dinero para comprarlo :(