Looking forward for this tutorial! NPR is something I always wanted to try, but too many other tutorials immediately start with the idea you know already how to do compositing. Thank you for starting from the basics!
This is exactly the kind of information I've been looking for! Thanks for making the process so easy to understand! I can't wait to see the rest of the series!
i'm so excited for this series, thank you so much WIZARD, i'm already using kuwahara in my most recent project. can't wait to learn more about compositing w/ your tutorials
12:58 thats black magic, i love it, ive been in and off of blender for a few years now and viewport compositing is making me really excited to pick up blender again, it looks like a way more manageable way to do some real nice effects that would otherwise be done in other softwares and i really, really hate video editing, so compositing is a great way to make my silly animations look waaay better and also fit into my workflow without causing physical pain (im talking to you davinci resolve)
Awesome! Really cool tutorial! I just don't like this weekly release format for tutorials. It's not a story, it's a learning course. But anyways, thanks man, I really appreciate it!
At the moment it does, as far as I'm aware of. All these techniques work in Cycles as a postprocessing thing, so you can use Eevee to preview and build your effect on the viewport and actually use Cycles for rendering :)
When I use the depth pass, everything shows up white but when I use the mist pass with a modified depth value, everything works fine. Is there a difference or is it fine that I use the mist pass?
The reason you see white is because the depth pass actually gives a value to each pixel based on how far an object is from the camera. For example, if an object is 0.5m (or scene units) from the camera, the pixels which depict that object will be mid gray. At a distance of 1m, the RGB values of those pixels will be pure white. But, since our renders have a high dynamic range or, speaking properly, the pixels have a floating point bit depth, these values can go above one. An object thats 2m away will have RGB values of 2 and so on. You need that raw depth data to make accurate math on your depth. For example, for making fake DOF, you could get something working with the mist pass but it would be inaccurate and dependent on the scale of your scene. For creating masks the mist pass is fine, but I encourage you to get familiar with the depth pass too! I hope I'm making myself clear! :)
Thank you for the explanation, it really helped me understand a bit more! Is there any way to ‘clamp’ the range of values from 0-1 so that I can get the range of values for the shot?
@seasoned-pastronaut you can use the map range node! Checking clamp and using the "from min and max" values as you would on the start and end of the mist pass should give you the control you're looking for to create masks
*Edit: use a Normalize node before the map range* Ran into a strange issue whilst my map range only provides useable values if i swap my from min and from max around: so I'm looking at: from min 1 from max 0 to min 0 to max 1 Anything else just returns a solid white or black... Any hunches why this might be?
Youre a chad fr Pau 🙌🏾
Hahahaha thank you!
Looking forward for this tutorial! NPR is something I always wanted to try, but too many other tutorials immediately start with the idea you know already how to do compositing. Thank you for starting from the basics!
don't leave us, love to watch your stuff so much!!!
This is great stuff! Keeping going!
This is exactly the kind of information I've been looking for! Thanks for making the process so easy to understand! I can't wait to see the rest of the series!
Awesome content, bro 🔥
Excited to see the rest of this course!
wow bro.. keep movin ON !
I can't wait for the next part, dude, thax for the tutorial ❤
This is super cool! One step closer to making my indie anime in Blender.
I just remembered you are also the creator behind Tiny eye for Blender! I love that asset so much!
Nice tutorial 😄
Thanks for breaking it down, it's much clearer in my mind now !
neat dudem keep it up
Great video! Excited for this series.
Ahh!! I loved the showcasing with the map range. So useful to know!! ^o^ Can't wait to see the next part of this series. ♥ ♥ ♥
Thank you! I'm glad it helps!
Looking forward to this series!
Can't wait for the rest of this series
Hi Pau, My best wishes with this epic event
Gracias Ramon! Means a lot!
Waiting for pt 2 🙌
Can't wait i definitely need to learn more of this type of work flow
Soooo excited for more of this. I've been experimenting with NPR, and all this info has been really useful so far!
Thanks for the comment!
i'm so excited for this series, thank you so much WIZARD, i'm already using kuwahara in my most recent project. can't wait to learn more about compositing w/ your tutorials
I'm so glad you enjoy them! :)
can't wait no more, really excited ^_^
12:58 thats black magic, i love it, ive been in and off of blender for a few years now and viewport compositing is making me really excited to pick up blender again, it looks like a way more manageable way to do some real nice effects that would otherwise be done in other softwares and i really, really hate video editing, so compositing is a great way to make my silly animations look waaay better and also fit into my workflow without causing physical pain (im talking to you davinci resolve)
I'm glad you enjoyed it! Thanks for the comment!
New sub and new fans here. I gotta love this course.❤
Thank you!
I'm so hyped up for this tutorials, really looking forward to know how to get an effect that looks like spiderverse, let's gooo
That Will be the fourth chapter! Stay tooned! :)
@homspau sure I will 👌🏻
Thank you! I am currently researching NPR for Blender and Godot!
Subscribed, and thanks in advance for sharing your amazing knowledge
Thank you!
Looking forward to this series. Thank you very much!
Thank you! :)
so excited
This is going to be AWESOME!!
I hope so! :D
Awesome! Really cool tutorial! I just don't like this weekly release format for tutorials. It's not a story, it's a learning course. But anyways, thanks man, I really appreciate it!
❤❤❤
tf I just saw your post on reddit and now found you on UA-cam.
te amo
Very helpful video
Wait!! The multi pass composter only works with eevee???!!!
At the moment it does, as far as I'm aware of. All these techniques work in Cycles as a postprocessing thing, so you can use Eevee to preview and build your effect on the viewport and actually use Cycles for rendering :)
When I use the depth pass, everything shows up white but when I use the mist pass with a modified depth value, everything works fine. Is there a difference or is it fine that I use the mist pass?
The reason you see white is because the depth pass actually gives a value to each pixel based on how far an object is from the camera.
For example, if an object is 0.5m (or scene units) from the camera, the pixels which depict that object will be mid gray. At a distance of 1m, the RGB values of those pixels will be pure white. But, since our renders have a high dynamic range or, speaking properly, the pixels have a floating point bit depth, these values can go above one. An object thats 2m away will have RGB values of 2 and so on.
You need that raw depth data to make accurate math on your depth. For example, for making fake DOF, you could get something working with the mist pass but it would be inaccurate and dependent on the scale of your scene. For creating masks the mist pass is fine, but I encourage you to get familiar with the depth pass too!
I hope I'm making myself clear! :)
Thank you for the explanation, it really helped me understand a bit more! Is there any way to ‘clamp’ the range of values from 0-1 so that I can get the range of values for the shot?
@seasoned-pastronaut you can use the map range node! Checking clamp and using the "from min and max" values as you would on the start and end of the mist pass should give you the control you're looking for to create masks
*Edit: use a Normalize node before the map range*
Ran into a strange issue whilst my map range only provides useable values if i swap my from min and from max around:
so I'm looking at:
from min 1
from max 0
to min 0
to max 1
Anything else just returns a solid white or black... Any hunches why this might be?
Do you also use Blender in your professional work?
I struggle so much when it comes to understand nodes xd, everything was understandable until you talk about the mix node...
Omg. Please sell me a course
No need! All for free! Things need to be out there :)
❤❤❤