LBS was my very first addons I’ve used for blender. Purchased the addon since it’s initial release last year and couldn’t have been happier with how user friendly it’s become. In fact, using LBS helped me learn blender faster. Keep up the great work guys! ⚡️👦🎬
I've been spending the past few months working on toon shaders I can use for my characters, then I find this. I've only messed around with it for a few hours and the results are already a million times better and easier to use than anything I came up with. Absolutely fantastic job! 👍
Oh yeah ! My most used add on just got an other video !!! What a beautiful day it is. I could spend hours and hours listening to you sharing knowledge and tricks with that LBS shader... In fact, I did spend hours, which is why it's nice to have another video to loop. Awesome guys, big up to the team et bon courage la suite, camarades ! J'espère un jour être assez satisfait pour vous envoyer une démo du résultat. ;)
Wow, thank you very much for this video guys! I was playing around with the LBS for the last couple of weeks and am using it for a current project of mine. The tips with the Gradients and Color-Tweaking near the end of the video were the part which were missing to make it really pop ✌🏼
For the outlines thickness, you can fine tunes them using a vertex groups in the Solidify modifier, and use weights to change the thickness on some parts only. For example you could use it to reduce the outline thickness below the eyebrows while keeping a thick outline on the top part.
Just Wow! This video makes buying the shader worth it for me. Thanks for taking the time to help out the amateurs who live among you. Time to make some art!
You guys are the best! Consistently putting out excellent, informative tutorials and impressive shaders and animations. Thanks for everything and keep it up!
Something I've found that will help with the outline vs mesh clashing is using the built in vertex group to control which vertices get extruded or by how much they get extruded!
for key elements LBS is absolutely amazing. but for more complex scenes, i would love to be able to use normal lighting for backgrounds. Changing every colour on every object is counter productive to the entire point of 3D workflow. pleasee lightning boyy there must be a wayy!?!?
Something that would be very useful for me is an in-depth tutorial on the modeling process. I have very cartoony characters I draw, and I’m trying to learn how to make them in blender but having some difficulty getting over the beginners hump with it. Your shader is PERFECT for the visual style I want to create, and I’m excited to be able to apply it to my characters!
He actually gives a great way to do it. By using the subdivide modifier without applying it which gives you the ability to manipulation your mesh without having a crazy amount of vertices. Impreza is a great channel for learning to model quickly with quick keys. I suggest you check him out
If you want to adjust the shading without modifiyng the mesh forever, you can use the data transfer modifier, and project normals from another mesh to do what you need.
Terrific video! A note for those who are updating from a previous version. When I updated to the current version but wasn't seeing the Hue, Saturation, and Value sliders on the LBS global node, even when replacing. I needed to uninstall the old version, install the new version, restart Blender, then delete the old LBS global node and replace it by adding a new one. Then all the controls showed up. With a little tweaking of the curves, hue and saturation, my character colors look way better now with the new version!
Would you guys consider doing a deep dive style video on the Spider-Verse style shading? I’d love to see something in a similar style to your Arcane video. I understand if y’all are busy though. Thank you for everything that you do!
my method to export to a game engine such as unity = Export as frames for a 2D character for a platformer or metroidvania or 2.5d rpg etc, etc, set up an orthographic style camera that alines with a side view of your character. render out animation frames, as this is orthographic it can then be used within a sprite sheet in unity or unreal this is how I do it, i add ligiting in blender to get the look i want and then render a normal map to add sprite depth lights in unity to further light my sprites with depth.
Love this tutorial but i'd really love to see something a little more complex. Most of the (I think all?) the tutorials on your page have dealt specifically with character design. I'd love to see a more advanced video where you cover environment shading and best practices along with an example I bought the shader today as I have been trying to replicate the Arnold toon shader in Blender (Hate opening 3DS simply to color and render my scenes) and it would be great to see something more advanced
When Blender v3.6 comes out officially and light linking will be implemented, I hope.🙏 It's gonna be a whole new ballgame. No more RGB lights to interfere with the rest of the scene. Can't wait, so I'm gonna try and experiment and see if I can create a similar shading system.
Very useful tutorial. Sadly that "baking" isn't possible but I guess I try to achieve some of the features with custom shader code in my unreal projects. Let alone the RGB trick for the Main, Key and Extra light is a cool one!
Wanna add a noise modifier to the LBS outline like in grease pencil... DOes anyone have any ideas on how to do this? Thanks in advance! ANd a Huge thank you TO LBS for providing this to the public!
Is there any way to exclude an object from the Ambient Occlusion? I have a spirit character who is part of the model but is not physically in the world and I don't want them to be casting a shadow on my main character.
I'd love to see a tutorial explaining the best workflow for using this shader with library overrides. It wouldn't be so uncommon to create character in one file, and link it into various scene files for animation. One scene might be at night, one scene might be during the day, and one scene might be indoors. Having the character linked means you can centrally make an edit to the mesh or rig, and it will update all the scenes. But it's not clear if that workflow is appropriate for LBS.
In terms of workflow, because Blender doesn't allow to tweak materials when they are linked, we are forced to bring our characters directly in our animation shots. It is not ideal but it's the best way we found so far. Another option would be, if you know you only need a few versions of lighting on your character (let's say day time, sunset and night time) you could save these 3 versions and link those. But you wouldn't be able to make some minor adjustments per shot, which we do a lot.
Excellent tutorial, it really needed the update specially since the scene setup change. A lil tutorial on the 3 gradients might be good specially since i cant get Zgradient to display correctly please and thank you (still on v2.1, cant upgrade just yet and that might be solved but it could also be me not understanding how the range works)
To adjust the ZDepth node, you need to open up the Global Settings with TAB. That way you can have fog in the scene affect multiple objects with different materials, and you only have to adjust the range in one place. Let us know if that helps!
love the addon but for some reason it messes with the add/search function,i cant even get LBS nodes other than the base material,does anyone have a work around or some way to fix this?
Hi, sorry you are having this issue. Can you describe what is going on a bit more? Do you mean that when you are in the shader editor, if you click to add a new node the LBS nodes are missing? Because if so it is usually happening because you are not using the correct version of the LBS along with the correct version of Blender. Which versions are you using?
Is this in an existing scene? If so, make sure to click the Update Outdated Node button at the bottom of the LBS panel. That will fix any node you already have in your scene to their latest version.
@@A_Train Hum, that's strange. When you say the lights don't switch, do you mean the starting lights in a default scene? Just in case you didn't know, the Character, Background and Extra Keylight are all positioned the same when you first setup a scene with the Lightning Boy Shader, so that means you won't see any visual change if you just switch from one to the other, unless you rotate the lights differently. But if there's really a bug, we'd like to investigate. If you say you really have double-checked that you are in Blender 3.2, with LBS 2.1.3, can you reach us team@lightningboystudio.com, and maybe send over your scene? We can look at it further. Thanks!
I am having trouble to get the sketchy outline applied properly on edgy shapes. For example I tried the sketchy outline with the 2D Outline and Painterly Style nodes, it worked perfectly on a sphere. However, when applying the same shader to a cube, the outline doesn't work and just makes some akward shadows. Does anyone have this problem and found a solution? Thanks!
We have a segment covering this in the video : ua-cam.com/video/gCAMvBCfiew/v-deo.html You can change the color of your environment there, and then you can change the colors of your materials to something darker or blu-ish so it looks like a night scene.
When i click on rendered in the viewport shading option after i have applied Base Material it crash blender is this a known bug due to version compatibility issue or something else the rendering is set on Eevee just in case i am using the 2.1 version of the shader on blender 3.0. Help!!!
Hey! I just wanna ask, I have a textures maps and UVs! How can I applied all these texture within this toon shader? Hope you replied soo fast guys :D..
do you mean bake it? if so look up how to bake textures. you will have to uv unwrap to get the textures to look right. as for the outline, I don't think it will be possible
Ok. I'm using Blender 3.2.0. I've followed your tutorial up to the part where you add a base material, and instead of getting a grey material, the Sphere turns completely white. I tried to adjust the color node, but nothing changed. Any help you can give is appreciated.
@@cravercrash5074 It really depends on what style you want to do, and how much interaction with the background your characters have. The backgrounds could be entirely painted in 2D and projected over simple geometry (probably the quickest, if the camera doesn't move much). Or the BG could be entirely unwrapped, with more detailed textures and a shader that looks good from any angle (much longer, but once it's done, you can place the camera anywhere). Or you could do a mix of both, set up basic lighting, then reproject extra details on top of it from the camera (longer than pure 2d, but faster than texturing the whole set if there's a lot of camera movement in the scene). This outdoor shot here was done entirely with the Lightning Boy Shader ua-cam.com/video/FXuReln3XD0/v-deo.html To make the textures of the environment, I used the third method, where I applied basic colors and shading, then painted over in Photoshop and reprojected. I wouldn't approach indoor scenes much differently. If you don't want to use sunlights you can change the type of the Keylights to point lights or spotlights. Or you could stick with sun lights and prevent your environment walls from casting shadows. But again, it's hard to give specific advice for indoor scenes, as the lighting and camera work will greatly influence the method you should use. Is the camera super dynamic, the characters using magic spells, and affecting the shadows all over the room? Then probably you want the set as dynamic as possible. Are they just sitting and talking, and the camera doesn't move much? I'd probably rely on camera projections to go faster. Our Arcane Tutorial Part 2 explores different ways you can do camera projections and combine that with the Lightning Boy Shader. ua-cam.com/video/gG7ZoP3fd1w/v-deo.html Hope that helps as little! :)
For a metallic look, we like to use the matcap node. You can check out this segment in one of our older videos. The LBS has changed a bit since then, but the same logic applies : ua-cam.com/video/spz6bpGYJZQ/v-deo.html However, as we mention at the end of this video (ua-cam.com/video/gCAMvBCfiew/v-deo.html) it'll be tricky to get good results if your model is too flat
To pose your character you need to rig them. For our Dinomancers characters we use a custom rig, but for this Fox model we used the Rigify add-on, which is free and comes with Blender. Rigging is a complex topic all on it's own, but there are tutorials for it online. After you are done rigging your character you can pose them however you want or even animate them
It would be difficult, because the lights that come with this shader are red, green and blue. So any PBR material will react to those colors (and be tinted red, green or blue). Usually, when we use the shader in a scene, we apply it on everything to avoid these issues. The best way to use both this shader and PBR shaders would be to render them in separate passes and combine them in a compositing software
Great video, especially for beginners. Thank you! I understand that you have an obligation to use this video to promote the sale of the "Lightning Boy Shader 2.x", but is it really necessary to drop the name of it at *any* given opportunity? Seriously, it's all I started hearing after a while "...lightning boy shader... lightning boy shader... lightning boy shader..."! Repeated *45 times* in a single video for anyone who's interested?! 😄
Funny, didn't think of it that way. This video was recorded over the course of many days and then stitched up together, so that's probably why there are redundancies like that.
LBS was my very first addons I’ve used for blender. Purchased the addon since it’s initial release last year and couldn’t have been happier with how user friendly it’s become. In fact, using LBS helped me learn blender faster. Keep up the great work guys! ⚡️👦🎬
Just bought the LB Shader and am really enjoying it. A great and user-friendly tool. Thanks also for making the tutorial videos, they really help!
I've been spending the past few months working on toon shaders I can use for my characters, then I find this. I've only messed around with it for a few hours and the results are already a million times better and easier to use than anything I came up with. Absolutely fantastic job! 👍
Oh yeah ! My most used add on just got an other video !!! What a beautiful day it is. I could spend hours and hours listening to you sharing knowledge and tricks with that LBS shader... In fact, I did spend hours, which is why it's nice to have another video to loop. Awesome guys, big up to the team et bon courage la suite, camarades ! J'espère un jour être assez satisfait pour vous envoyer une démo du résultat. ;)
Thanks for these kind words! We really appreciate.
Et oui, montres nous le resultat de ton travail quand tu veux! : )
Wow, thank you very much for this video guys! I was playing around with the LBS for the last couple of weeks and am using it for a current project of mine.
The tips with the Gradients and Color-Tweaking near the end of the video were the part which were missing to make it really pop ✌🏼
For the outlines thickness, you can fine tunes them using a vertex groups in the Solidify modifier, and use weights to change the thickness on some parts only. For example you could use it to reduce the outline thickness below the eyebrows while keeping a thick outline on the top part.
Just Wow! This video makes buying the shader worth it for me. Thanks for taking the time to help out the amateurs who live among you. Time to make some art!
I learnt a lot watching this, not only for the shader but general other things I did not know, so thanks!
You guys are the best! Consistently putting out excellent, informative tutorials and impressive shaders and animations. Thanks for everything and keep it up!
Dude don't give up on the UA-cams, I learned so much from yall
Something I've found that will help with the outline vs mesh clashing is using the built in vertex group to control which vertices get extruded or by how much they get extruded!
wow, this is exactly what I needed!!!!! Thank you SO SO much for this and the add-on!!!
for key elements LBS is absolutely amazing. but for more complex scenes, i would love to be able to use normal lighting for backgrounds. Changing every colour on every object is counter productive to the entire point of 3D workflow. pleasee lightning boyy there must be a wayy!?!?
Something that would be very useful for me is an in-depth tutorial on the modeling process. I have very cartoony characters I draw, and I’m trying to learn how to make them in blender but having some difficulty getting over the beginners hump with it. Your shader is PERFECT for the visual style I want to create, and I’m excited to be able to apply it to my characters!
ua-cam.com/video/AlPPYkZg9D4/v-deo.html&ab_channel=EveSculpts
He actually gives a great way to do it. By using the subdivide modifier without applying it which gives you the ability to manipulation your mesh without having a crazy amount of vertices. Impreza is a great channel for learning to model quickly with quick keys. I suggest you check him out
@@michaelhuffaker655 Can't seem to find "Impreza". Can you link the channel? I'm really interested
@@icolor4641 I apologize. It's because my phone autocorrected 🤦
Here is the link for his channel
youtube.com/@Imphenzia
@@michaelhuffaker655 thanks!
If you want to adjust the shading without modifiyng the mesh forever, you can use the data transfer modifier, and project normals from another mesh to do what you need.
Beautiful. Thank you for this comprehensive tutorial and explanation of the tools. I feel super hyped to get back into 3D now.
Terrific video! A note for those who are updating from a previous version. When I updated to the current version but wasn't seeing the Hue, Saturation, and Value sliders on the LBS global node, even when replacing. I needed to uninstall the old version, install the new version, restart Blender, then delete the old LBS global node and replace it by adding a new one. Then all the controls showed up. With a little tweaking of the curves, hue and saturation, my character colors look way better now with the new version!
everytime i see your videos my heart smiles🥰
Uploads 1 video
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subcribed!
FINALLY! I WAS WAITING FOR MORE VIDEOS!
im loving this shader
I just bought the add-on so this video is very welcome 🤗
Would you guys consider doing a deep dive style video on the Spider-Verse style shading? I’d love to see something in a similar style to your Arcane video. I understand if y’all are busy though. Thank you for everything that you do!
my method to export to a game engine such as unity =
Export as frames for a 2D character for a platformer or metroidvania or 2.5d rpg etc, etc, set up an orthographic style camera that alines with a side view of your character. render out animation frames, as this is orthographic it can then be used within a sprite sheet in unity or unreal this is how I do it, i add ligiting in blender to get the look i want and then render a normal map to add sprite depth lights in unity to further light my sprites with depth.
Love this tutorial but i'd really love to see something a little more complex. Most of the (I think all?) the tutorials on your page have dealt specifically with character design. I'd love to see a more advanced video where you cover environment shading and best practices along with an example
I bought the shader today as I have been trying to replicate the Arnold toon shader in Blender (Hate opening 3DS simply to color and render my scenes) and it would be great to see something more advanced
When Blender v3.6 comes out officially and light linking will be implemented, I hope.🙏
It's gonna be a whole new ballgame. No more RGB lights to interfere with the rest of the scene.
Can't wait, so I'm gonna try and experiment and see if I can create a similar shading system.
We are excited to see how it works and how we can use this too!
@@LightningBoyStudio Cool! 🤩
This was made way back in 3.4, I think... Has there been any issues with Blender 4.1? I'd like to grab this but want to make sure it works.
doesnt work in 4.1 you will need to install the old version of blender.
Very useful tutorial. Sadly that "baking" isn't possible but I guess I try to achieve some of the features with custom shader code in my unreal projects.
Let alone the RGB trick for the Main, Key and Extra light is a cool one!
Wanna add a noise modifier to the LBS outline like in grease pencil... DOes anyone have any ideas on how to do this? Thanks in advance! ANd a Huge thank you TO LBS for providing this to the public!
can you do a full fleged tutorial on how to recreate the arcane style when texturing a character? thatd be awesome!
Is there any way to exclude an object from the Ambient Occlusion? I have a spirit character who is part of the model but is not physically in the world and I don't want them to be casting a shadow on my main character.
I'd love to see a tutorial explaining the best workflow for using this shader with library overrides. It wouldn't be so uncommon to create character in one file, and link it into various scene files for animation. One scene might be at night, one scene might be during the day, and one scene might be indoors. Having the character linked means you can centrally make an edit to the mesh or rig, and it will update all the scenes. But it's not clear if that workflow is appropriate for LBS.
In terms of workflow, because Blender doesn't allow to tweak materials when they are linked, we are forced to bring our characters directly in our animation shots. It is not ideal but it's the best way we found so far.
Another option would be, if you know you only need a few versions of lighting on your character (let's say day time, sunset and night time) you could save these 3 versions and link those. But you wouldn't be able to make some minor adjustments per shot, which we do a lot.
how did you make that 33:10sec handy Stylized line on leg and calf??? Did you drawn yourself?
Excellent tutorial, it really needed the update specially since the scene setup change. A lil tutorial on the 3 gradients might be good specially since i cant get Zgradient to display correctly please and thank you (still on v2.1, cant upgrade just yet and that might be solved but it could also be me not understanding how the range works)
To adjust the ZDepth node, you need to open up the Global Settings with TAB. That way you can have fog in the scene affect multiple objects with different materials, and you only have to adjust the range in one place. Let us know if that helps!
Does the shader work with Blender 3.3
Hello, I need help with the ambient occlusion node. I am not seeing the softness and other sliders, I only see color option.
Ig for flat objects we could use point light to make it look nice, instead of sun light. In that case we won't have to make every object smooth
Hi ya! I just love the LBS shader. Stacking layers is so intuitive. Is there away to get reflections .
can your mesh have an image texture if so were do you plug it lol
love the addon but for some reason it messes with the add/search function,i cant even get LBS nodes other than the base material,does anyone have a work around or some way to fix this?
Hi, sorry you are having this issue.
Can you describe what is going on a bit more? Do you mean that when you are in the shader editor, if you click to add a new node the LBS nodes are missing? Because if so it is usually happening because you are not using the correct version of the LBS along with the correct version of Blender. Which versions are you using?
Is it possible to mix it with other shaders, like can I use a BSDF in the same scene?
How do you use it with textures? Ive been looking for a video on this forever..
There is a segment of this video that shows a basic setup that you can use for textures
ua-cam.com/video/gCAMvBCfiew/v-deo.html
another thing you can do to make a sword look good is to add gradients to it! it's not dynamic but it's a lot better than nothing
@14:30 Am using the latest LBS version with 3.2 and it's still not updating when switching lights.
Is this in an existing scene? If so, make sure to click the Update Outdated Node button at the bottom of the LBS panel. That will fix any node you already have in your scene to their latest version.
@@LightningBoyStudio Nope. Installed Blender 3.2 and downloaded the latest LBS.
@@A_Train Hum, that's strange. When you say the lights don't switch, do you mean the starting lights in a default scene? Just in case you didn't know, the Character, Background and Extra Keylight are all positioned the same when you first setup a scene with the Lightning Boy Shader, so that means you won't see any visual change if you just switch from one to the other, unless you rotate the lights differently.
But if there's really a bug, we'd like to investigate. If you say you really have double-checked that you are in Blender 3.2, with LBS 2.1.3, can you reach us team@lightningboystudio.com, and maybe send over your scene? We can look at it further. Thanks!
@@LightningBoyStudio Did a re-install of LBS and its working fine!
I would like to buy the shader vut i have blender 4.0 installed. What shoud i do?😢
Are you guys still working / supporting this in 2023? Cheers!
We will release a version of this shader compatible with Blender 3.4 really soon!
@@LightningBoyStudio can i also use the latest shader with my blender 2.93 ?
Can this be exported/backed into glb for webgl or sketchfab?
Wooooow
GOOD JOB GUYS :>>
Is it working in blender 4.0?
Will this work with Eevee next?
57:13 FAQ How to add textures to your shader:
Anyone know how to stack MULTIPLE textures? I cannot get it to work.
Is it possible for you to do a video about exporting your Ghibli trees and clouds from Blender to Unreal engine?
HELLO there is posible to shade like ARCANE usin this addom ??
How would you build cities or houses? Because it's mainly flat surfaces
gold mine
How to apply normal map in base color ? , i just saw normal map option in keylight
I am having trouble to get the sketchy outline applied properly on edgy shapes. For example I tried the sketchy outline with the 2D Outline and Painterly Style nodes, it worked perfectly on a sphere. However, when applying the same shader to a cube, the outline doesn't work and just makes some akward shadows. Does anyone have this problem and found a solution? Thanks!
It's a bit common for stylized effects to look bad on very sharp/flat surfaces.
Looks at 59:57 in this video and we talk about it.
I em working on a game and I need to know, how I use this toon shader on Unity? Is it possible to "bake" or transfer this shader to unity ?
Can I also use the shader with cycles? Thanks
Sadly no, it's only compatible with EEVEE.
I have a question ..why the scene is always bright and sunny, also how I can do a scene with night lightening using the addon .
We have a segment covering this in the video : ua-cam.com/video/gCAMvBCfiew/v-deo.html
You can change the color of your environment there, and then you can change the colors of your materials to something darker or blu-ish so it looks like a night scene.
Amazing!!!!!
Can you use this inside unreal engine or unity??
Not really. We explain why at this part of the video :
ua-cam.com/video/gCAMvBCfiew/v-deo.html
When i click on rendered in the viewport shading option after i have applied Base Material it crash blender is this a known bug due to version compatibility issue or something else the rendering is set on Eevee just in case i am using the 2.1 version of the shader on blender 3.0. Help!!!
That's weird. Which version of the shader and blender?
The latest (and recommended) version right now is 2.1.3 and Blender 3.2.0
Question:. I wanted to buy this shader but is i use Unity Engine to create games...
How will i import this?
That looks so good. Can it be used for a Unity game?
Not really. We explain why at this part of the video :
ua-cam.com/video/gCAMvBCfiew/v-deo.html
Hey! I just wanna ask, I have a textures maps and UVs! How can I applied all these texture within this toon shader? Hope you replied soo fast guys :D..
do you mean bake it? if so look up how to bake textures. you will have to uv unwrap to get the textures to look right. as for the outline, I don't think it will be possible
Th ank you
Ok. I'm using Blender 3.2.0. I've followed your tutorial up to the part where you add a base material, and instead of getting a grey material, the Sphere turns completely white. I tried to adjust the color node, but nothing changed. Any help you can give is appreciated.
Ok, I think I figured it out. Apparently it only works in Eevee.
Indeed, this shader is only compatible with EEVEE. Hope you enjoy the shader!
@@LightningBoyStudio I love it
I gotta question, how would you apply LBS to maps instead of characters
Indoors & Outdoors
@@cravercrash5074 It really depends on what style you want to do, and how much interaction with the background your characters have.
The backgrounds could be entirely painted in 2D and projected over simple geometry (probably the quickest, if the camera doesn't move much). Or the BG could be entirely unwrapped, with more detailed textures and a shader that looks good from any angle (much longer, but once it's done, you can place the camera anywhere). Or you could do a mix of both, set up basic lighting, then reproject extra details on top of it from the camera (longer than pure 2d, but faster than texturing the whole set if there's a lot of camera movement in the scene).
This outdoor shot here was done entirely with the Lightning Boy Shader ua-cam.com/video/FXuReln3XD0/v-deo.html
To make the textures of the environment, I used the third method, where I applied basic colors and shading, then painted over in Photoshop and reprojected.
I wouldn't approach indoor scenes much differently. If you don't want to use sunlights you can change the type of the Keylights to point lights or spotlights. Or you could stick with sun lights and prevent your environment walls from casting shadows.
But again, it's hard to give specific advice for indoor scenes, as the lighting and camera work will greatly influence the method you should use. Is the camera super dynamic, the characters using magic spells, and affecting the shadows all over the room? Then probably you want the set as dynamic as possible. Are they just sitting and talking, and the camera doesn't move much? I'd probably rely on camera projections to go faster.
Our Arcane Tutorial Part 2 explores different ways you can do camera projections and combine that with the Lightning Boy Shader. ua-cam.com/video/gG7ZoP3fd1w/v-deo.html
Hope that helps as little! :)
will you be making more arcane inspired videos?
Lightning boy, how do we tweak the shader for metallic look, like on Ballistas wrecking ball?
For a metallic look, we like to use the matcap node. You can check out this segment in one of our older videos. The LBS has changed a bit since then, but the same logic applies :
ua-cam.com/video/spz6bpGYJZQ/v-deo.html
However, as we mention at the end of this video (ua-cam.com/video/gCAMvBCfiew/v-deo.html) it'll be tricky to get good results if your model is too flat
@@LightningBoyStudio any chance we can get the ballista wrecking ball? It would help to see how you got the metal look and the nicks and scratches
how do you make the pose? time ago I made a pg on blender but it was remain in T pose lol
To pose your character you need to rig them. For our Dinomancers characters we use a custom rig, but for this Fox model we used the Rigify add-on, which is free and comes with Blender.
Rigging is a complex topic all on it's own, but there are tutorials for it online. After you are done rigging your character you can pose them however you want or even animate them
Is this shader work if I want to mix with standard or PBR shaders?
It would be difficult, because the lights that come with this shader are red, green and blue. So any PBR material will react to those colors (and be tinted red, green or blue).
Usually, when we use the shader in a scene, we apply it on everything to avoid these issues.
The best way to use both this shader and PBR shaders would be to render them in separate passes and combine them in a compositing software
@@LightningBoyStudio thanks for info . Still watching another awesome video from your channel to know how your shader works
Sir,upload new modeling tutorials.❤
the best
What I need is how to use this on unity
can we export such artwork for unity?
Not really. We explain why at this part of the video :
ua-cam.com/video/gCAMvBCfiew/v-deo.html
how i achive this in maya?
lol I just finished the previous video and this appeared.
Unity shaders would be very cool
32:00
Up
Early baby
Great video, especially for beginners. Thank you! I understand that you have an obligation to use this video to promote the sale of the "Lightning Boy Shader 2.x", but is it really necessary to drop the name of it at *any* given opportunity? Seriously, it's all I started hearing after a while "...lightning boy shader... lightning boy shader... lightning boy shader..."! Repeated *45 times* in a single video for anyone who's interested?! 😄
Funny, didn't think of it that way. This video was recorded over the course of many days and then stitched up together, so that's probably why there are redundancies like that.
Lightning ≠ Lighting
TBH YOU EXPLAIN THINGS SBETTER THAN THE OTHER GUY
You sound angry in the video! it uncomfortable!
Does it work in cycles?
Nope, sorry!
Will this work on Blender 4.3 ?