@@ComfeeMug I'm gonna spend the rest of the year doing a *_retro videogame art style,_* I just feel like I've always been trying to so too much 😅 If I want to be *The Avatar,* my journey should start with focus. A 90s Anime Style is next, then Greasepencil & Claymation
I still havent figured out the workings of the Mix Color node, much to my detriment. I'm impressed with the content you're making because I wouldn't say its solely Anime, or even Stylized shaders because the amount of proceduralism behind your techniques, I've found Painterly effects, Art Deco, even Scifi looks. Love the addition of the edge wear trick. Need to experiment with these tricks using Normals and Overlapping methods with the Alpha channel.
@silchasruin4487 Thank you so much for your encouragement, I'm so glad you find such value in my content 😊 I do have a couple older tutorials just going over the functions of the mix color node if you're interested. I'll link them below for you, perhaps they can help some: Part 1: ua-cam.com/video/m2wokQM-UbQ/v-deo.htmlsi=7uCkEmNzeP0SsQ8U Part 2: ua-cam.com/video/Rjlt3QVbukw/v-deo.htmlsi=GdT07V6gXb8gi67j
BROTHER, I think all of the gods assembled a council in heaven and single handedly gave me the equivalent of $50 billion in the form of this channel. You've no idea how much I actually needed all of this my man, keep it up, thank you so so much for sharing the knowledge!
@zoomingpast Haha, thank you so much for that, I definitely will keep it up! I'm so glad I can use this God given gift to bring you inspiration for your own projects 😄 Keep learning and growing your skills, my friend!
@PrismGlasses4us I'm so happy to hear these tips were helpful for you! Thank you so much for the super chat and for all of your support, I can't tell you how much all of it helps and means to me 😊 I hope you get some rest and have a great night!
@DeliProductions Thank you so much, I'm really glad you found these tips useful 😄 Let me know if there's anything else you'd like to see for upcoming tutorials!
I always wonder what things look like once you get them into another engine (in my case it would be godot most likely) with all of these different shaders. Some of these things would be applied to the material or baked in, I'm sure, but some things like the viewport shader probably have to be rewriten in the engine so that they can apply to _that_ viewport.
@Mae4Ever I highly recommend upgrading to Blender 4.2 if you're still on the fence about it. It has some of the best stylized features for backgrounds so far in my opinion, and 4.3 is set to add a lot more very useful tools for making stylized characters better. I made a couple tutorials for how to get a great cel shader in 4.2 as well if you want to try it out. I'll link them below for your convenience. But either way, you can always split up the way you make your animations by rendering the environments in 4.2, and then rendering your cel shaded objects in a different version and combine them in post. It's all up to you 😉 Here are my new cel shader tutorials for blender 4.2 and beyond: Part 1: ua-cam.com/video/uCplB3zvQks/v-deo.htmlsi=HCEoFV6QvZQ8OoyO Part 2: ua-cam.com/video/PxAGb-b650M/v-deo.htmlsi=j7LKI3_ReIr3BtHf
Would procedurals work more like anime shadows um...like when the normals are sliced up like in Vertex Arcade's tutorials? I just noticed you don't really go that direction in any videos. I like the outcome but I'm still not familiar with that technique.
I'm having an issue with the bonus nodes you put in Tip 1, where I added them to a human mesh and around the shadows of the extremities (head, hands, etc) there's this weird concentric circle glitch going on (there probably is a better way of explaining it). I posted about it on Blender Artists but someone said it's because of Eevee-Next, and it only works fully on older versions of Eevee. I tried to link the post before but it might've gotten my comment deleted, but it's pretty self explanatory. I'm assuming it doesn't show up on the cube you used/other more geometric stuff since it's pretty simple, but do you know of some way to get it to work without having to downgrade? I'm not sure what's going wrong and I really want to use the effect lol If not fully solving it, is there some alternative?
@robertpoole9707 Hi there, thank you for reaching out about this. Just to clarify, shifting between the normal and object outputs for normals will shift between mesh normals to origin point normals. I would only recommend shifting the normals slightly on characters (somewhere around 0.1 and 0.3 at the most), as you will start to see some strange shading effects (like your character has the shading of a small circle). You may also want to select your character directly in the texture coordinates node so that it can read your character's shape and adjust the object output's shading accordingly. If this doesn't work you might try using the data transfer modifier with a less detailed proxy mesh for custom shadows on characters if the method in my tutorial doesn't work as well as you had hoped. Or you could use an image texture to determine how your shadows will look. I'll link two tutorials below for you for both methods in case you'd like to see how they work. Let me know if this helps 😄 Data Transfer Method: ua-cam.com/video/6_B1xZK-o-8/v-deo.htmlsi=GhoVQXdkwRV_7Cet Image Texture Shading Method: ua-cam.com/video/x-K6bCAl6Qs/v-deo.htmlsi=VbRmg_FU_OmayAF8
@mannycool4618 Thank you so much! I'll make a post about the grass tutorial soon! I've seen a couple amazing tutorials that I think you will love to use that blow my tutorial for grass out of the water 😄 More info on that will come soon 👍
@Hyxe-hm3bk Hi there! The basic unshaded texture is just a grouping of several procedural nodes that are all native to blender. You can use the tips I outlined in this video with any unshaded and uncolored texture you may want to use, but the full tutorial file is available on my patreon if you would like to use it as well. If you want to learn about the methods I used to make the basic texture, I also made a tutorial about them; I'll link it below for you. I hope this helps! Basic Texture Method: ua-cam.com/video/PzfxM1SX2LM/v-deo.htmlsi=0-Qy-t44O4QLw_Z7
@milosujmiak8755 Hi there, the basic texture node is just a group node with a combination of several nodes that are native to blender inside. You can, of course, use the tips in this tutorial with any unshaded and uncolored texture you want. But if you want to learn about the methods I used to make the basic texture, I made a video about them that I'll link below for you. The exact group node and file I used for this tutorial, however, are available on my patreon. I hope this helps 😁 The basic texture method: ua-cam.com/video/PzfxM1SX2LM/v-deo.htmlsi=CgUfuJpoflZ9F_t2
@@ComfeeMug Thank you, I actually did that video, I am now in the process of adding some stuff to it that I think could look good :) Though when I mix everything together, PC is having some problems running stuff :D
@Bsbsbss6192 The basic texture node is available on my patreon in the Tutorial Files collection. You can also learn about the methods I used to make the basic texture node in a tutorial I'll link below for you. I hope this helps 😁 The basic texture method: ua-cam.com/video/PzfxM1SX2LM/v-deo.htmlsi=2AjelgwW5lZ35Ir0
I may figure this out in the next 10 min, but I've gone over the edge light part a few times now and can't replicate your results. Specifically the noise is not confined to the edges, and so I have an object that has edge-colored noise all over. Will edit if I get it fixed omo. Edit: Ok, the color ramp for the Attribute node color was just not clamped tight enough. My edge noise still doesn't look so much like the vid, but at least it's only on the edge now, lol.
@wannabemarysue What do you have trouble on? Most of what you see in the video, with the exception of the texture group Comfee used, are native to Blender. If you are concerned about the node setup, it's kinda the norm for shaders like these to have large shader networks. You just need to learn how to organize, name, and experiment your nodes. Trust me, there are more complicated node networks out there (looking at Lightning Boy shader tutorial). Learning how to keep organized is very important! Couple of notes if you are struggling: The base texture that plugs into the darken Mix Color node needs to be grayscale because the first Mix Color node afterwards washes out all color. But using "B" of that first Mix Color node, you can use a flat colored version of the same texture. Aside from this, just make sure you are using EEVEE with the View Transform set to Standard, under Render > Color Management. This will get you the best colors for this style of shading. Also use at least one Sunlight in this scene with its strength set to 3.0 if you want to see how the normal setup works at 1:55.
Can't wait to see you testing out the new Blender paint effects showcased in *Project Gold* by the Blender foundation
@Nkanyiso_K That blender talk and showcase for Project Gold was AMAZING! I am so excited to work with the geometry node paint system 😆
@@ComfeeMug I'm gonna spend the rest of the year doing a *_retro videogame art style,_* I just feel like I've always been trying to so too much 😅 If I want to be *The Avatar,* my journey should start with focus. A 90s Anime Style is next, then Greasepencil & Claymation
@@filmvagabond7032 Even just saying it really helps direct your attention towards that direction.
I still havent figured out the workings of the Mix Color node, much to my detriment. I'm impressed with the content you're making because I wouldn't say its solely Anime, or even Stylized shaders because the amount of proceduralism behind your techniques, I've found Painterly effects, Art Deco, even Scifi looks. Love the addition of the edge wear trick. Need to experiment with these tricks using Normals and Overlapping methods with the Alpha channel.
@silchasruin4487 Thank you so much for your encouragement, I'm so glad you find such value in my content 😊
I do have a couple older tutorials just going over the functions of the mix color node if you're interested. I'll link them below for you, perhaps they can help some:
Part 1: ua-cam.com/video/m2wokQM-UbQ/v-deo.htmlsi=7uCkEmNzeP0SsQ8U
Part 2: ua-cam.com/video/Rjlt3QVbukw/v-deo.htmlsi=GdT07V6gXb8gi67j
Keeps on getting better thanks I love it there so rare and special
@torrellwright6144 Aw, thank you so much, I really appreciate your encouragement 😊
BROTHER, I think all of the gods assembled a council in heaven and single handedly gave me the equivalent of $50 billion in the form of this channel. You've no idea how much I actually needed all of this my man, keep it up, thank you so so much for sharing the knowledge!
@zoomingpast Haha, thank you so much for that, I definitely will keep it up! I'm so glad I can use this God given gift to bring you inspiration for your own projects 😄 Keep learning and growing your skills, my friend!
The tutorial is great and all, but the real MVP is the “double cursor effect” in the video 😂 SO GOOOOD!!!
@rasmusx94 Thank you, I'm so glad you like that effect 😄 It takes a while to edit, so I appreciate you noticing!
This really helped me a lot! Thank you for making this amazing tutorial. Good night, and Have a nice day!
@PrismGlasses4us I'm so happy to hear these tips were helpful for you! Thank you so much for the super chat and for all of your support, I can't tell you how much all of it helps and means to me 😊 I hope you get some rest and have a great night!
Amazing video as always! Love the techniques you come up with! Keep up the great work!
@DeliProductions Thank you so much, I'm really glad you found these tips useful 😄 Let me know if there's anything else you'd like to see for upcoming tutorials!
Thanks for posting this comfee! It’s super helpful, keep doing what you do and God bless
@Gryff_Art_3D Thank YOU so much for supporting my work here 😊 I really appreciate your encouragement, God bless you too!
Brothers dropping gold mines back to back! Your texturing skills never cease to amaze me :0
@fyemaj Haha, thanks Maj! Got something I'm cooking up, might be helpful for you. More info on that soon, though 😄
I'm stoked for this!!! Thank you Mr. Mug!
@lindseyisham Thank you, I hope you liked it 😄
I appreciate you very much! Keep up been golden!
@kikon78 I appreciate YOU very much! Thank you for all of your support 🙏
not this video coming out 6 days ago. Perfect timing for such great tips, thanks
You will be always my life saver!
I always wonder what things look like once you get them into another engine (in my case it would be godot most likely) with all of these different shaders. Some of these things would be applied to the material or baked in, I'm sure, but some things like the viewport shader probably have to be rewriten in the engine so that they can apply to _that_ viewport.
I’m planning on upgrading to the latest version but I’m still hesitant because how the new version screwed over cel shading
@Mae4Ever I highly recommend upgrading to Blender 4.2 if you're still on the fence about it. It has some of the best stylized features for backgrounds so far in my opinion, and 4.3 is set to add a lot more very useful tools for making stylized characters better.
I made a couple tutorials for how to get a great cel shader in 4.2 as well if you want to try it out. I'll link them below for your convenience. But either way, you can always split up the way you make your animations by rendering the environments in 4.2, and then rendering your cel shaded objects in a different version and combine them in post. It's all up to you 😉
Here are my new cel shader tutorials for blender 4.2 and beyond:
Part 1: ua-cam.com/video/uCplB3zvQks/v-deo.htmlsi=HCEoFV6QvZQ8OoyO
Part 2: ua-cam.com/video/PxAGb-b650M/v-deo.htmlsi=j7LKI3_ReIr3BtHf
@ thanks. I’ll just wait for Blender 4.3. There’s some features where you can give lighting that only effects the characters and not the background
Would procedurals work more like anime shadows um...like when the normals are sliced up like in Vertex Arcade's tutorials? I just noticed you don't really go that direction in any videos. I like the outcome but I'm still not familiar with that technique.
I'm having an issue with the bonus nodes you put in Tip 1, where I added them to a human mesh and around the shadows of the extremities (head, hands, etc) there's this weird concentric circle glitch going on (there probably is a better way of explaining it). I posted about it on Blender Artists but someone said it's because of Eevee-Next, and it only works fully on older versions of Eevee. I tried to link the post before but it might've gotten my comment deleted, but it's pretty self explanatory. I'm assuming it doesn't show up on the cube you used/other more geometric stuff since it's pretty simple, but do you know of some way to get it to work without having to downgrade? I'm not sure what's going wrong and I really want to use the effect lol
If not fully solving it, is there some alternative?
@robertpoole9707 Hi there, thank you for reaching out about this. Just to clarify, shifting between the normal and object outputs for normals will shift between mesh normals to origin point normals. I would only recommend shifting the normals slightly on characters (somewhere around 0.1 and 0.3 at the most), as you will start to see some strange shading effects (like your character has the shading of a small circle). You may also want to select your character directly in the texture coordinates node so that it can read your character's shape and adjust the object output's shading accordingly.
If this doesn't work you might try using the data transfer modifier with a less detailed proxy mesh for custom shadows on characters if the method in my tutorial doesn't work as well as you had hoped. Or you could use an image texture to determine how your shadows will look. I'll link two tutorials below for you for both methods in case you'd like to see how they work. Let me know if this helps 😄
Data Transfer Method: ua-cam.com/video/6_B1xZK-o-8/v-deo.htmlsi=GhoVQXdkwRV_7Cet
Image Texture Shading Method: ua-cam.com/video/x-K6bCAl6Qs/v-deo.htmlsi=VbRmg_FU_OmayAF8
Stunning 🌟
Sorry I didn't get the time to catch her upload I had to ride my bicycle home from work thanks for the video dude
@marine5775 No worries at all, my friend! Thank YOU so much for supporting my content here! I hope the bike ride was a breeze 😁
@ComfeeMug already did that also got out my very first animation course I can't show it on UA-cam but it's on my deviantART
easily in my Top circle of anime blender creator.
@Shenamy Wow, that means so much to me! I'm really happy you find such value in my tutorials 😊
@@ComfeeMugfr man you always have the best vids for blender used your stuff for my college project to learn blender
@@ComfeeMug You have crazy knowledge and figure out great stuff, 👍👍.
this looks awesome! is your grass tutorial gone tho?
@mannycool4618 Thank you so much! I'll make a post about the grass tutorial soon! I've seen a couple amazing tutorials that I think you will love to use that blow my tutorial for grass out of the water 😄 More info on that will come soon 👍
@ awesome thanks dude!
Can you share blender video tracking vfx for vehicle movement in upcoming videos? Couldn’t find any better for that
@AnorakGaming I'd love to help if I can 😁Could you describe the kind of effect you're looking for a little more?
sorry for asking but what is the basic unshaded and uncolored texture node? and how to make it? is it an addons?
thanks!!!
@Hyxe-hm3bk Hi there! The basic unshaded texture is just a grouping of several procedural nodes that are all native to blender. You can use the tips I outlined in this video with any unshaded and uncolored texture you may want to use, but the full tutorial file is available on my patreon if you would like to use it as well. If you want to learn about the methods I used to make the basic texture, I also made a tutorial about them; I'll link it below for you. I hope this helps!
Basic Texture Method: ua-cam.com/video/PzfxM1SX2LM/v-deo.htmlsi=0-Qy-t44O4QLw_Z7
Hi, the basic node texture, do you have a tutorial for it somewhere, or is it only available for subscribers? Thank you :)
@milosujmiak8755 Hi there, the basic texture node is just a group node with a combination of several nodes that are native to blender inside. You can, of course, use the tips in this tutorial with any unshaded and uncolored texture you want. But if you want to learn about the methods I used to make the basic texture, I made a video about them that I'll link below for you. The exact group node and file I used for this tutorial, however, are available on my patreon. I hope this helps 😁
The basic texture method:
ua-cam.com/video/PzfxM1SX2LM/v-deo.htmlsi=CgUfuJpoflZ9F_t2
@@ComfeeMug Thank you, I actually did that video, I am now in the process of adding some stuff to it that I think could look good :) Though when I mix everything together, PC is having some problems running stuff :D
@@milosujmiak8755 Sometimes EEVEE gets hung up if there's a newer Video Driver. Otherwise. It could other stuff.
Where can i get the basic node you used in shading
@Bsbsbss6192 The basic texture node is available on my patreon in the Tutorial Files collection. You can also learn about the methods I used to make the basic texture node in a tutorial I'll link below for you. I hope this helps 😁
The basic texture method:
ua-cam.com/video/PzfxM1SX2LM/v-deo.htmlsi=2AjelgwW5lZ35Ir0
Aí sim, tem até BR nos assinantes do Patreon
I may figure this out in the next 10 min, but I've gone over the edge light part a few times now and can't replicate your results. Specifically the noise is not confined to the edges, and so I have an object that has edge-colored noise all over. Will edit if I get it fixed omo.
Edit: Ok, the color ramp for the Attribute node color was just not clamped tight enough. My edge noise still doesn't look so much like the vid, but at least it's only on the edge now, lol.
Unsigned doesnt mean unassigned. Unsigned means only positive numbers
@kenonerboy Oh goodness, my dyslexic brain strikes again. Thank you for catching that, I literally thought it said "unassigned," lol 😅
@ComfeeMug always there to bail u out comfeemug
Make a shaders to the style of "The Wolf among us"
@cinemelies734 That would be really cool! TWAU has a very comic book nior feeling to it. Let me see what I can do 😄
😂😂 brother You must not hide the effects of the composition for knots
hard to follow and not well explained, as well as jammed with plugs. not good.
@WannabeMarysue I'm sorry you didn't like it much, but I hope you have a great day 😊
@wannabemarysue What do you have trouble on?
Most of what you see in the video, with the exception of the texture group Comfee used, are native to Blender. If you are concerned about the node setup, it's kinda the norm for shaders like these to have large shader networks. You just need to learn how to organize, name, and experiment your nodes. Trust me, there are more complicated node networks out there (looking at Lightning Boy shader tutorial). Learning how to keep organized is very important!
Couple of notes if you are struggling:
The base texture that plugs into the darken Mix Color node needs to be grayscale because the first Mix Color node afterwards washes out all color. But using "B" of that first Mix Color node, you can use a flat colored version of the same texture.
Aside from this, just make sure you are using EEVEE with the View Transform set to Standard, under Render > Color Management. This will get you the best colors for this style of shading. Also use at least one Sunlight in this scene with its strength set to 3.0 if you want to see how the normal setup works at 1:55.