Blender 5.3 Just Changed Stylized Shading Forever — Transcript
Full transcript
- 0:00If you have ever tried making stylized
- 0:01or non-photorealistic shaders in
- 0:03Blender, you already know how painful
- 0:05shader to RGB can be. It flattens all
- 0:07your lighting down into a screen space
- 0:09image after the render is done.
- 0:11The moment you add more than one light,
- 0:13your colors wash out, your shadows bleed
- 0:15together, and you lose total control.
- 0:17Blender 5.3 fixes this with material
- 0:20lighting nodes. Instead of guessing
- 0:21after the fact, these nodes give you
- 0:23direct access to every light in your
- 0:25scene. You get all the essential
- 0:26properties right inside the shader,
- 0:28light direction, color, [music] power,
- 0:30distance, and shadow data.
- 0:32Having that raw information lets you
- 0:33build countless stylized styles. To
- 0:35start, delete the default principled
- 0:37BSDF. Add a light accumulation node and
- 0:40connect its shader output into the
- 0:42surface input of your material output.
- 0:44Your mesh will turn black for a moment,
- 0:46which is completely normal because we
- 0:47have not fed any light into the
- 0:49accumulator yet. Next, bring in our
- 0:51three core input nodes, light info,
- 0:53light evaluation, and shadow ray cast.
- 0:56Light evaluation calculates how the
- 0:58lamps hit your mesh normals. You can
- 1:00keep it on glossy with roughness at one
- 1:02or set it to diffuse. [music] Shadow ray
- 1:04cast handles the actual cast shadows,
- 1:06and light info gives us the lamp
- 1:08properties like color and power. Now let
- 1:10us combine the surface shading and
- 1:11shadows. Add a math node, set it to
- 1:14multiply, and plug the shadow output
- 1:16from shadow ray cast into the top
- 1:17socket, and the factor from light
- 1:19evaluation into the bottom socket down
- 1:21below. Let us build the distance falloff
- 1:24so our lamps behave like real lights
- 1:25instead of infinite laser beams. Take
- 1:27the distance output from light
- 1:29evaluation, run it into a math multiply
- 1:31node, and plug distance into both
- 1:33sockets to square it.
- 1:34[music] Next, add a math divide node,
- 1:37set the top value to one, and plug that
- 1:39squared distance into the bottom. That
- 1:41is our standard inverse square falloff.
- 1:43Add another math multiply node and
- 1:44multiply that falloff by the mask output
- 1:46from light evaluation. So light cones
- 1:49and spotlights are respected. Now let us
- 1:51chain this together. [music] Add another
- 1:52multiply node and multiply your surface
- 1:54shadow branch with your falloff branch.
- 1:56Add one more multiply node right after
- 1:58it. Take the power output light info and
- 2:01multiply it and so lamp wattage controls
- 2:03the brightness to bring in the light
- 2:04color. Add a mixed color node set to
- 2:07multiply. Plug the color output from
- 2:09light info into input A and plug your
- 2:11lighting chain into input B. Take the
- 2:13result of that mix node and plug it
- 2:15straight into the diffuse light input on
- 2:16light accumulation. Look at your
- 2:18viewport now. Your model lights up. We
- 2:20have completely rebuilt real physical
- 2:22lighting per lamp using nodes. Now comes
- 2:25the cell shading step. Drop a color ramp
- 2:27right between that first multiply node
- 2:29and the rest of your chain. Plug your
- 2:31multiplied shadow factor into the color
- 2:33ramp factor and switch the interpolation
- 2:35from linear to constant. Plug the color
- 2:37ramp output back into the chain. Just
- 2:39like that, your shading snaps into
- 2:41crisp, razor-sharp anime bands. Pull the
- 2:43white flag slightly to dial in where you
- 2:46want your shadow boundary to sit. If you
- 2:48grab your lamp and move it around the
- 2:49scene, you can see the cell shading
- 2:51track the light in real time while
- 2:52maintaining accurate distance falloff
- 2:54and sharp cast shadows. Now that we have
- 2:56our clean cell shader working, let us
- 2:58take it a step further and turn it into
- 3:00a stylized painterly shader. We do not
- 3:02need to rebuild anything from scratch.
- 3:04[music] We are building directly on top
- 3:06of the same node tree with just a few
- 3:08additions to break that clean mechanical
- 3:10cutoff into organic texture brush
- 3:12strokes. The secret to this technique is
- 3:14modifying the normal input on our light
- 3:16evaluation node. Right now, light
- 3:18evaluation is reading the smooth surface
- 3:20normals of our geometry. If we inject
- 3:22texture directly into those normals, the
- 3:24lighting evaluation and the sharp cell
- 3:26cutoff will naturally warp along the
- 3:28texture.
- 3:29First, add a geometry node and a Voronoi
- 3:31texture. Connect the position output
- 3:33from geometry into the vector input of
- 3:35your Voronoi texture. Next, [music] add
- 3:37a mixed color node and change the
- 3:38blending mode to linear light. Plug the
- 3:40normal from your geometry node into
- 3:42input A and plug the color from your
- 3:44Voronoi texture into input B. Take the
- 3:46result of that linear light node and
- 3:48plug it directly into the normal input
- 3:50of light evaluation.
- 3:51Right now, the effect will look too
- 3:53harsh, so drop the factor down to around
- 3:550.1 or 0.2. Look at your viewport now.
- 3:58The perfectly smooth cell line instantly
- 4:01breaks apart into bold, faceted,
- 4:02painterly patches that catch the light
- 4:04like chunky knife strokes. To make it
- 4:06feel even more like real paint, let us
- 4:08layer and finer brush bristle grain with
- 4:10a noise texture. Add a noise texture
- 4:12node and connect the position output
- 4:14from geometry into its vector input as
- 4:16well. Now add another mix color node.
- 4:18Set this one to linear light too and
- 4:20place it right before your Voronoi mix.
- 4:22Plug the normal from geometry into input
- 4:24A, the color from the noise texture into
- 4:26input B, and feed that result into input
- 4:29A of your Voronoi mix node.
- 4:31Lower the factor to a round 0.15 and
- 4:33tweak the noise scale to taste. Now we
- 4:36have two distinct layers of painterly
- 4:37detail working together. The noise
- 4:39provides fine organic texture and
- 4:41bristle jitter, while the Voronoi
- 4:42creates stylized structural facets. Look
- 4:45at how the shading wraps around the
- 4:46contours of the mesh because this
- 4:48texture distortion happens directly
- 4:49inside the normal before lighting is
- 4:51evaluated. The painterly marks react to
- 4:53your lamps in real time. [music] As you
- 4:55orbit the camera and move your lights
- 4:56around the scene, the paint strokes
- 4:58dynamically follow the light angle,
- 5:00giving the look of a traditional
- 5:01hand-painted illustration while
- 5:03preserving all your real-time 3D
- 5:05lighting, distance fall off, and cast
- 5:06shadows. This changes everything for
- 5:08Blender NPR. We are no longer fighting
- 5:11the engine with hacks. We can finally
- 5:13shape light like real paint and kick off
- 5:16an entirely new wave of stylized 3D art.
- 5:18>> [music]
- 5:24[music]
- 5:34[music]
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