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Next let's take a look at the lighting based
approach. so this has this shader on it right now
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i'm going to remove that again similarly as we did
before, giving this a new material and we'll call
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this new lighting toon and then let's just start
by getting rid of that principled just like we have
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this material output and i'm going to left click
and drag across them all, Ctrl L to link them in
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now this lighting based one is actually very very
simple to set up. we can get pretty decent results
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really fast actually. now for the first time we're
going to move away from just emission shaders and
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actually move into actual lighting based shaders
and i'm just going to use a really simple one and
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that's just the diffuse shader, let's Control
Shift click on this, the next node that we're
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going to use is a converter node and we need our
Shader to Rgb, so you can notice this little green
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socket telling us we can plug a shader into this,
and it's going to convert it just into color
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information, which means we can treat it in ways
that we can't treat a shader, so for example we
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can't place a color ramp here, we get this glorious
pink instead of what we're doing, plus an error red
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connection there, if we go Ctrl X to delete that
and maintain the connection and instead left click
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and drag from here into the surface it looks like
not a lot has changed, remember when you just plug
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in a color output into this material outputs
surface input, it kind of translates it into an
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emission shader, but because this is a color output
and not a shader output, it does mean that we can
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place say something like that color ramp and we
no longer get any pink and we have the option to
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treat this in in any way we might do with
just regular color information, but notice we
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now no longer have any colors, we're just going
to get black and white or whatever we set these
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flags to anyway and that means that the lights
in the scene aren't really going to get respected
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this one for example is just slightly blue at the
moment and we can see that that isn't going to get
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picked up unless we set that manually here, which
means if we've got different colored lights this
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setup isn't really going to work for us, but just
before we delete this color ramp node and pursue a
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more lighting based approach, i just wanted to make
sure included in this section is the most simplest
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example of a toon shader that you may have seen
elsewhere and the only adjustment that we really
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need to make from here is to just change the
interpolation that we have, that we can see here
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from Linear to Constant and then when we play
with the position of the color stop on here
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we can adjust things to taste. we can also click
the plus button or just Ctrl left click into our
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color ramp to add an extra stop and then we can
click on this and adjust the hue, this can be a
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different level of brightness or in fact it could
be just completely different, but as mentioned this
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isn't going to respect our colors of the lighting
in the scene, this is all going to be set here on
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the color ramp, one idea though is to actually just
set this as grayscale, so actually i'm going to go
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and reset this color ramp, set it back to constant,
left click and drag this to around there just to
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get the highlight, Control left click in and drop
this down to be pretty bright but not completely
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and then one more and just take this down to be
quite close to black and with that we can set
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where we want these to fade between each other or
not rather fade but just switch and then what we
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could do is add in a color mix rgb node and take
this and then add the color back in or not really
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add but set this to color here and then Ctrl
Shift click on this turn the factor all the way up
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and now we're going to get our colors back. another
option is to set this to say multiply or overlay
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by different sorts of effects, but i'm just going
to set this to color here, and while this works a
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little bit and it is pretty cool considering
how simple it is, you're still going to get
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a little bit of the gradient happening here,
but it is pretty cool to think that we have
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options to duplicate this lamp for example, double
tap R to rotate it around, completely change the
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color of it and then we can see that gradient is
more pronounced there, but we're getting a very
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nice effect nonetheless and we're preserving the
colors in our scene and that might be a pretty
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nice style to go with, but as mentioned i'm gonna
go a slightly different way with this, so we don't
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get any gradients, but we still get access to a
reasonable amount of the lighting and colors from
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the lamps in our scene. a quick aside is that this
Shader to Rgb node is Eevee only, Cycles isn't going
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to want to play with this node this is way away
from the land of path tracing at this point and
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Cycles doesn't want to know what you get up to with
Eevee breaking the laws of lighting physics on your
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own time, the main engine of the technique we're
going to use to get what we want here is just
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going to be summed up in a very similar way as we
did with the normal based approach and we'll start
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that off by adding in a converter node and we're
going to separate the hue saturation and value
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and then what we'll do is we'll need a likewise likeminded and life partner combine hsv node to buddy
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these up and now we've got nodes doing essentially
nothing, so we'll create a little bit of space and
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break out our trusty map range node, it's going
to hover it here so it takes the saturation and
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i'm going to duplicate that again so that it takes
the value, just place these below each other, give
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ourselves a little bit more space here, now what we
want to do is set these as we did before so both
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do stepped linear, that gives us the stepped field
that will control at the same time with a value
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input, so i'll plug those both in and set that
to let's say two so here we can see that we're
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actually still getting a little bit of color and
if we come back to our lamp and change the color
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of this lamp, we can see it actually respects more
or less the actual hue that we're using there, now
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it can go a bit crazy as you can see if we push it
really hard between its saturation and desaturated
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values it kind of does go a little bit extreme
there, but if you are quite saturated or not very
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saturated, it usually plays quite nicely, i'm just
going to leave that slightly saturated for now,
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now one of the shames about this is that it's
actually completely black in the shadow side and
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actually let's just talk briefly about the shadow
side as well, as this should be casting shadow onto
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itself, as we can see here, for example now what
i'm going to do is just come over to the render
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properties tab in our properties window i'm just
going down to the shadow section and just enable
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Soft Shadows and that should smooth that out for
us, we can increase all our settings here as well
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which do help, but that should be good enough for
us in this example i think, all right so let's give
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ourselves a little bit of control to change the
color of what we have in this dark shadow, so for
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that i'm going to create a color, mix rgb node
and drop that in and i'm going to set this into
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the second socket and turn the vector all the way
up, so that we're only getting the second socket
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at the moment and what i'd like to do is treat
this first swatch as a ambient color, the color
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we want to see in our shadowed area basically and
simply add all these values that aren't zero that
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aren't black on top, so we're going to switch this
to Add which is looking really bright because it's
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assuming our ambient dark shadow color is actually
really bright, so i'm going to take that right down
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and just place that maybe slightly in the blue
as we did before, let's now give this a bit of
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a highlight and to do that we're going to take a
very similar approach as we've already done here
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and we're going to start with the shader and this
time a glossy shader, again, shader to rgb, so let's
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click and connect these together and Control Shift
click on this to see what we get then we're going
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to use another map range node so i'm going to
duplicate that one from down there and connect
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that in but i'm just going to set the steps down
to one so that we essentially just get this single
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highlighted area all the other settings on this
i'm going to leave the same, because essentially
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now we have what we want, we have this mask, we
have zero and one, we can control the size of this
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with the roughness slider it's about at its
maximum at 0.5 and it shrinks really small at 0
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so what i'm going to do is just set up a color
mix rgb node and plug that into the roughness and
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we're going to use this slider to slide between
those two values, so i'm going to take an input
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value node set to 0 and another one which is
automatically defaulted to 0.5 and we can plug
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those two in and now we can simply slide from 0 to
0.5. we've essentially set ourselves a soft range
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so i'm going to press H to collapse these and
now we're going to add this highlight to what
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we already have, so i'm going to duplicate this
color mix rgb node and drop that up at the top
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plug what we've got already here in the first
socket and then this isn't the color we want to
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add, this is our mask, the black and white values, so
where is one that's where we want to set what our
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value is, so let's Control Shift click on this
and see what we've got and we'll see we have this
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white highlight, now to preserve some energy
on this highlight so if we wanted this to be
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really bright and really really glow as is an
effect which is quite pleasant at times just
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to maintain that ability, i'm just going to go
Shift A and add in an RGB node i'm going to set
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this to white and then i'm going to duplicate
this and i'm going to plug this into the first
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socket and then the result of that is going to go
in to here, so this currently is taking this color,
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adding this color and then adding that on top of
here, so this is quite a bright value already, but
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we're going to set this to multiply and i'm
going to multiply a set value, so let's plug
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that in there and now we can essentially control
the strength of our highlight right here, that's
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probably going to be more obvious if we come up
and turn on our bloom, so if we set this quite low
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in fact we can even go into the darks, but as we
brighten this you can see we really cranked that up
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and go crazy with our highlights. but i'm just
going to set that to a default of 1 and leave
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that be for the moment. so this is all our highlight
stuff, so let's clean things up a little bit, let's
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click and drag across here Shift P to draw a
frame around it, F2 to create a label for this
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which we're going to just call Diffuse and then at
the top here we'll call this Highlight, Shift P, F2
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highlight and then the next thing we want to do
is create a kind of global rim light, so we could
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probably stop there on this shader but let's just
give it another level of interest and give it some
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rim lighting, this is actually fairly simple to
do, i'm just going to create a lot more space
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here for our rim lighting to go, because while
the general concept is actually quite easy we're
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going to add a little functionality to it, which
is a little tricky to get our head around but
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i think we'll get there so let's add the key
player on this, which is our layer weight node,
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and we're just going to take a look at our facing
output, if the face is facing exactly towards us
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we get black and it's just going to give us a
linear gradient to the very edges at the sides
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and so what we're going to do is take this and
combine it with a math node set to greater than
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and now essentially we can control the size of
that rim light, so something like this and again we
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have what we need because we have this black and
white that can act as a mask, so let's take a color
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mix rgb node plug that in at the end, use this
as the mask to plug it into the factor, plug this
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one into the first socket and whatever we have in
the second socket is going to be our rim lighting
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let's make it a bit more obvious so we can see it
there. now really we could be done at this point
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but again we can add a little bit more detail to
this, in that we might not really want the rim to
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show up in our darkest shaded areas, so let's give
ourselves a little bit of functionality, so that we
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can control whether that happens or not, whether
it just shows up in the lighter areas, to do that
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i'm just going to use a color ramp node and we
can use the output of what we had before, now we
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can come and set this to constant and let's take a
look at the output of this, so basically it's going
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to take the results of our shading so far and plug
it into here and by using this second flag we can
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see that it's giving us different extremes of our
posterized shading and i think that basically just
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creates a mask for us to remove the shaded areas,
the most shaded areas, so what we can do is add
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another color mix rgb node and drop that here, this
is our factor, this is our mask between these two
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hues and then we can plug this into our new socket
that we had for the rim, but first of all i'm just
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going to left click and drag that into the second
socket and then plug that in there and let's see
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what we've got so far... now what we have this mask
telling us is in the darkest areas use this color
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and in our brightest areas use this color and we
could make this a separate color if we wanted i
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suppose, but instead we're just going to use the
output of this anyway, so i'm going to left click
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and drag that into there and now we have what we
need, we have it masked out in the darkest areas
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of the model, another aspect of this rim light
which we might like to put in here in a similar
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way as we did with the highlight is just give
it some energy, so i'm going to take these three
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nodes, Shift D to duplicate them and then Alt P to
unparent them from that frame and let's bring them
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over here, plug the result of this into this second
socket, take this color and drag it over to here
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and then now we have something to replace this
socket, so i'm going to left click and drag that
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into there. and now with this power slider we can
really crank that up and get some interesting
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rim lighting effects, especially with our bloom
switched on of course. but i'll just set that back
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down to 1 for the moment and also i'm going
to set this to be quite bright close to white
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and that's the main shader done! at each
point we can just take the final mix node
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to mute it if we don't want that effect so if we
don't want our glossy highlight, we can just mute
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this node and it's gone and similarly we can take
this node and mute this and then our rim lighting
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is gone. but i'll keep them enabled just so that
we've got all bells and whistles on for the moment :)
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