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These are the user uploaded subtitles that are being translated: 1 00:00:04,160 --> 00:00:09,600 Next let's take a look at the lighting based  approach. so this has this shader on it right now   2 00:00:09,600 --> 00:00:15,520 i'm going to remove that again similarly as we did  before, giving this a new material and we'll call   3 00:00:15,520 --> 00:00:22,080 this new lighting toon and then let's just start  by getting rid of that principled just like we have   4 00:00:22,080 --> 00:00:27,120 this material output and i'm going to left click  and drag across them all, Ctrl L to link them in   5 00:00:27,120 --> 00:00:33,200 now this lighting based one is actually very very  simple to set up. we can get pretty decent results   6 00:00:33,200 --> 00:00:38,400 really fast actually. now for the first time we're  going to move away from just emission shaders and   7 00:00:38,400 --> 00:00:44,320 actually move into actual lighting based shaders  and i'm just going to use a really simple one and   8 00:00:44,320 --> 00:00:48,560 that's just the diffuse shader, let's Control  Shift click on this, the next node that we're   9 00:00:48,560 --> 00:00:54,560 going to use is a converter node and we need our  Shader to Rgb, so you can notice this little green   10 00:00:54,560 --> 00:00:59,280 socket telling us we can plug a shader into this,  and it's going to convert it just into color   11 00:00:59,280 --> 00:01:03,520 information, which means we can treat it in ways  that we can't treat a shader, so for example we   12 00:01:03,520 --> 00:01:09,600 can't place a color ramp here, we get this glorious  pink instead of what we're doing, plus an error red   13 00:01:09,600 --> 00:01:15,360 connection there, if we go Ctrl X to delete that  and maintain the connection and instead left click   14 00:01:15,360 --> 00:01:20,480 and drag from here into the surface it looks like  not a lot has changed, remember when you just plug   15 00:01:20,480 --> 00:01:26,240 in a color output into this material outputs  surface input, it kind of translates it into an   16 00:01:26,240 --> 00:01:31,440 emission shader, but because this is a color output  and not a shader output, it does mean that we can   17 00:01:31,440 --> 00:01:36,640 place say something like that color ramp and we  no longer get any pink and we have the option to   18 00:01:36,640 --> 00:01:41,840 treat this in in any way we might do with  just regular color information, but notice we   19 00:01:41,840 --> 00:01:46,240 now no longer have any colors, we're just going  to get black and white or whatever we set these   20 00:01:46,240 --> 00:01:51,360 flags to anyway and that means that the lights  in the scene aren't really going to get respected   21 00:01:51,360 --> 00:01:56,880 this one for example is just slightly blue at the  moment and we can see that that isn't going to get   22 00:01:56,880 --> 00:02:01,520 picked up unless we set that manually here, which  means if we've got different colored lights this   23 00:02:01,520 --> 00:02:07,280 setup isn't really going to work for us, but just  before we delete this color ramp node and pursue a   24 00:02:07,280 --> 00:02:12,400 more lighting based approach, i just wanted to make  sure included in this section is the most simplest   25 00:02:12,400 --> 00:02:16,880 example of a toon shader that you may have seen  elsewhere and the only adjustment that we really   26 00:02:16,880 --> 00:02:22,800 need to make from here is to just change the  interpolation that we have, that we can see here   27 00:02:22,800 --> 00:02:28,560 from Linear to Constant and then when we play  with the position of the color stop on here   28 00:02:28,560 --> 00:02:35,200 we can adjust things to taste. we can also click  the plus button or just Ctrl left click into our   29 00:02:35,200 --> 00:02:41,120 color ramp to add an extra stop and then we can  click on this and adjust the hue, this can be a   30 00:02:41,120 --> 00:02:46,160 different level of brightness or in fact it could  be just completely different, but as mentioned this   31 00:02:46,160 --> 00:02:50,800 isn't going to respect our colors of the lighting  in the scene, this is all going to be set here on   32 00:02:50,800 --> 00:02:57,520 the color ramp, one idea though is to actually just  set this as grayscale, so actually i'm going to go   33 00:02:57,520 --> 00:03:03,600 and reset this color ramp, set it back to constant,  left click and drag this to around there just to   34 00:03:03,600 --> 00:03:10,400 get the highlight, Control left click in and drop  this down to be pretty bright but not completely   35 00:03:10,400 --> 00:03:16,400 and then one more and just take this down to be  quite close to black and with that we can set   36 00:03:16,400 --> 00:03:21,920 where we want these to fade between each other or  not rather fade but just switch and then what we   37 00:03:21,920 --> 00:03:28,720 could do is add in a color mix rgb node and take  this and then add the color back in or not really   38 00:03:28,720 --> 00:03:34,560 add but set this to color here and then Ctrl  Shift click on this turn the factor all the way up   39 00:03:34,560 --> 00:03:40,800 and now we're going to get our colors back. another  option is to set this to say multiply or overlay   40 00:03:40,800 --> 00:03:45,920 by different sorts of effects, but i'm just going  to set this to color here, and while this works a   41 00:03:45,920 --> 00:03:50,000 little bit and it is pretty cool considering  how simple it is, you're still going to get   42 00:03:50,000 --> 00:03:54,560 a little bit of the gradient happening here,  but it is pretty cool to think that we have   43 00:03:54,560 --> 00:04:00,480 options to duplicate this lamp for example, double  tap R to rotate it around, completely change the   44 00:04:00,480 --> 00:04:05,520 color of it and then we can see that gradient is  more pronounced there, but we're getting a very   45 00:04:05,520 --> 00:04:09,680 nice effect nonetheless and we're preserving the  colors in our scene and that might be a pretty   46 00:04:09,680 --> 00:04:14,560 nice style to go with, but as mentioned i'm gonna  go a slightly different way with this, so we don't   47 00:04:14,560 --> 00:04:19,680 get any gradients, but we still get access to a  reasonable amount of the lighting and colors from   48 00:04:19,680 --> 00:04:27,440 the lamps in our scene. a quick aside is that this  Shader to Rgb node is Eevee only, Cycles isn't going   49 00:04:27,440 --> 00:04:32,080 to want to play with this node this is way away  from the land of path tracing at this point and   50 00:04:32,080 --> 00:04:36,320 Cycles doesn't want to know what you get up to with  Eevee breaking the laws of lighting physics on your   51 00:04:36,320 --> 00:04:41,760 own time, the main engine of the technique we're  going to use to get what we want here is just   52 00:04:41,760 --> 00:04:46,560 going to be summed up in a very similar way as we  did with the normal based approach and we'll start   53 00:04:46,560 --> 00:04:52,320 that off by adding in a converter node and we're  going to separate the hue saturation and value   54 00:04:52,320 --> 00:05:00,080 and then what we'll do is we'll need a likewise likeminded and life partner combine hsv node to buddy   55 00:05:00,080 --> 00:05:05,520 these up and now we've got nodes doing essentially  nothing, so we'll create a little bit of space and   56 00:05:05,520 --> 00:05:10,560 break out our trusty map range node, it's going  to hover it here so it takes the saturation and   57 00:05:10,560 --> 00:05:15,360 i'm going to duplicate that again so that it takes  the value, just place these below each other, give   58 00:05:15,360 --> 00:05:20,400 ourselves a little bit more space here, now what we  want to do is set these as we did before so both   59 00:05:20,400 --> 00:05:26,080 do stepped linear, that gives us the stepped field  that will control at the same time with a value   60 00:05:26,080 --> 00:05:31,840 input, so i'll plug those both in and set that  to let's say two so here we can see that we're   61 00:05:31,840 --> 00:05:36,560 actually still getting a little bit of color and  if we come back to our lamp and change the color   62 00:05:36,560 --> 00:05:42,400 of this lamp, we can see it actually respects more  or less the actual hue that we're using there, now   63 00:05:42,400 --> 00:05:48,320 it can go a bit crazy as you can see if we push it  really hard between its saturation and desaturated   64 00:05:48,320 --> 00:05:54,160 values it kind of does go a little bit extreme  there, but if you are quite saturated or not very   65 00:05:54,160 --> 00:05:58,960 saturated, it usually plays quite nicely, i'm just  going to leave that slightly saturated for now,   66 00:05:58,960 --> 00:06:04,080 now one of the shames about this is that it's  actually completely black in the shadow side and   67 00:06:04,080 --> 00:06:09,840 actually let's just talk briefly about the shadow  side as well, as this should be casting shadow onto   68 00:06:09,840 --> 00:06:14,640 itself, as we can see here, for example now what  i'm going to do is just come over to the render   69 00:06:14,640 --> 00:06:19,760 properties tab in our properties window i'm just  going down to the shadow section and just enable   70 00:06:19,760 --> 00:06:25,120 Soft Shadows and that should smooth that out for  us, we can increase all our settings here as well   71 00:06:25,120 --> 00:06:30,000 which do help, but that should be good enough for  us in this example i think, all right so let's give   72 00:06:30,000 --> 00:06:35,680 ourselves a little bit of control to change the  color of what we have in this dark shadow, so for   73 00:06:35,680 --> 00:06:40,960 that i'm going to create a color, mix rgb node  and drop that in and i'm going to set this into   74 00:06:40,960 --> 00:06:45,440 the second socket and turn the vector all the way  up, so that we're only getting the second socket   75 00:06:45,440 --> 00:06:51,280 at the moment and what i'd like to do is treat  this first swatch as a ambient color, the color   76 00:06:51,280 --> 00:06:57,040 we want to see in our shadowed area basically and  simply add all these values that aren't zero that   77 00:06:57,040 --> 00:07:02,160 aren't black on top, so we're going to switch this  to Add which is looking really bright because it's   78 00:07:02,160 --> 00:07:07,200 assuming our ambient dark shadow color is actually  really bright, so i'm going to take that right down   79 00:07:07,200 --> 00:07:13,120 and just place that maybe slightly in the blue  as we did before, let's now give this a bit of   80 00:07:13,120 --> 00:07:17,600 a highlight and to do that we're going to take a  very similar approach as we've already done here   81 00:07:17,600 --> 00:07:22,800 and we're going to start with the shader and this  time a glossy shader, again, shader to rgb, so let's   82 00:07:22,800 --> 00:07:27,280 click and connect these together and Control Shift  click on this to see what we get then we're going   83 00:07:27,280 --> 00:07:31,520 to use another map range node so i'm going to  duplicate that one from down there and connect   84 00:07:31,520 --> 00:07:36,720 that in but i'm just going to set the steps down  to one so that we essentially just get this single   85 00:07:36,720 --> 00:07:41,040 highlighted area all the other settings on this  i'm going to leave the same, because essentially   86 00:07:41,040 --> 00:07:46,960 now we have what we want, we have this mask, we  have zero and one, we can control the size of this   87 00:07:47,520 --> 00:07:54,880 with the roughness slider it's about at its  maximum at 0.5 and it shrinks really small at 0 88 00:07:54,880 --> 00:08:02,000 so what i'm going to do is just set up a color  mix rgb node and plug that into the roughness and   89 00:08:02,000 --> 00:08:06,880 we're going to use this slider to slide between  those two values, so i'm going to take an input   90 00:08:06,880 --> 00:08:13,920 value node set to 0 and another one which is  automatically defaulted to 0.5 and we can plug   91 00:08:13,920 --> 00:08:20,640 those two in and now we can simply slide from 0 to  0.5. we've essentially set ourselves a soft range   92 00:08:20,640 --> 00:08:25,040 so i'm going to press H to collapse these and  now we're going to add this highlight to what   93 00:08:25,040 --> 00:08:30,080 we already have, so i'm going to duplicate this  color mix rgb node and drop that up at the top   94 00:08:30,080 --> 00:08:35,440 plug what we've got already here in the first  socket and then this isn't the color we want to   95 00:08:35,440 --> 00:08:41,600 add, this is our mask, the black and white values, so  where is one that's where we want to set what our   96 00:08:41,600 --> 00:08:46,320 value is, so let's Control Shift click on this  and see what we've got and we'll see we have this   97 00:08:46,320 --> 00:08:52,080 white highlight, now to preserve some energy  on this highlight so if we wanted this to be   98 00:08:52,080 --> 00:08:56,720 really bright and really really glow as is an  effect which is quite pleasant at times just   99 00:08:56,720 --> 00:09:02,240 to maintain that ability, i'm just going to go  Shift A and add in an RGB node i'm going to set   100 00:09:02,240 --> 00:09:06,480 this to white and then i'm going to duplicate  this and i'm going to plug this into the first   101 00:09:06,480 --> 00:09:12,240 socket and then the result of that is going to go  in to here, so this currently is taking this color,   102 00:09:12,240 --> 00:09:17,440 adding this color and then adding that on top of  here, so this is quite a bright value already, but   103 00:09:17,440 --> 00:09:22,080 we're going to set this to multiply and i'm  going to multiply a set value, so let's plug   104 00:09:22,080 --> 00:09:26,560 that in there and now we can essentially control  the strength of our highlight right here, that's   105 00:09:26,560 --> 00:09:31,920 probably going to be more obvious if we come up  and turn on our bloom, so if we set this quite low   106 00:09:31,920 --> 00:09:37,440 in fact we can even go into the darks, but as we  brighten this you can see we really cranked that up   107 00:09:37,440 --> 00:09:42,320 and go crazy with our highlights. but i'm just  going to set that to a default of 1 and leave   108 00:09:42,320 --> 00:09:47,600 that be for the moment. so this is all our highlight  stuff, so let's clean things up a little bit, let's   109 00:09:47,600 --> 00:09:53,200 click and drag across here Shift P to draw a  frame around it, F2 to create a label for this   110 00:09:53,200 --> 00:09:59,600 which we're going to just call Diffuse and then at  the top here we'll call this Highlight, Shift P, F2   111 00:09:59,600 --> 00:10:04,960 highlight and then the next thing we want to do  is create a kind of global rim light, so we could   112 00:10:04,960 --> 00:10:10,640 probably stop there on this shader but let's just  give it another level of interest and give it some   113 00:10:10,640 --> 00:10:14,960 rim lighting, this is actually fairly simple to  do, i'm just going to create a lot more space   114 00:10:14,960 --> 00:10:19,920 here for our rim lighting to go, because while  the general concept is actually quite easy we're   115 00:10:19,920 --> 00:10:23,840 going to add a little functionality to it, which  is a little tricky to get our head around but   116 00:10:23,840 --> 00:10:28,720 i think we'll get there so let's add the key  player on this, which is our layer weight node,   117 00:10:28,720 --> 00:10:34,560 and we're just going to take a look at our facing  output, if the face is facing exactly towards us   118 00:10:34,560 --> 00:10:39,440 we get black and it's just going to give us a  linear gradient to the very edges at the sides   119 00:10:39,440 --> 00:10:45,440 and so what we're going to do is take this and  combine it with a math node set to greater than   120 00:10:45,440 --> 00:10:51,040 and now essentially we can control the size of  that rim light, so something like this and again we   121 00:10:51,040 --> 00:10:56,560 have what we need because we have this black and  white that can act as a mask, so let's take a color   122 00:10:56,560 --> 00:11:02,400 mix rgb node plug that in at the end, use this  as the mask to plug it into the factor, plug this   123 00:11:02,400 --> 00:11:07,360 one into the first socket and whatever we have in  the second socket is going to be our rim lighting   124 00:11:07,360 --> 00:11:13,200 let's make it a bit more obvious so we can see it  there. now really we could be done at this point   125 00:11:13,200 --> 00:11:19,200 but again we can add a little bit more detail to  this, in that we might not really want the rim to   126 00:11:19,200 --> 00:11:24,240 show up in our darkest shaded areas, so let's give  ourselves a little bit of functionality, so that we   127 00:11:24,240 --> 00:11:29,440 can control whether that happens or not, whether  it just shows up in the lighter areas, to do that   128 00:11:29,440 --> 00:11:34,960 i'm just going to use a color ramp node and we  can use the output of what we had before, now we   129 00:11:34,960 --> 00:11:39,600 can come and set this to constant and let's take a  look at the output of this, so basically it's going   130 00:11:39,600 --> 00:11:45,280 to take the results of our shading so far and plug  it into here and by using this second flag we can   131 00:11:45,280 --> 00:11:52,080 see that it's giving us different extremes of our  posterized shading and i think that basically just   132 00:11:52,080 --> 00:11:58,400 creates a mask for us to remove the shaded areas,  the most shaded areas, so what we can do is add   133 00:11:58,400 --> 00:12:05,520 another color mix rgb node and drop that here, this  is our factor, this is our mask between these two   134 00:12:05,520 --> 00:12:11,360 hues and then we can plug this into our new socket  that we had for the rim, but first of all i'm just   135 00:12:11,360 --> 00:12:15,600 going to left click and drag that into the second  socket and then plug that in there and let's see   136 00:12:15,600 --> 00:12:21,040 what we've got so far... now what we have this mask  telling us is in the darkest areas use this color   137 00:12:21,040 --> 00:12:25,440 and in our brightest areas use this color and we  could make this a separate color if we wanted i   138 00:12:25,440 --> 00:12:30,000 suppose, but instead we're just going to use the  output of this anyway, so i'm going to left click   139 00:12:30,000 --> 00:12:35,920 and drag that into there and now we have what we  need, we have it masked out in the darkest areas   140 00:12:35,920 --> 00:12:40,960 of the model, another aspect of this rim light  which we might like to put in here in a similar   141 00:12:40,960 --> 00:12:46,720 way as we did with the highlight is just give  it some energy, so i'm going to take these three   142 00:12:46,720 --> 00:12:53,600 nodes, Shift D to duplicate them and then Alt P to  unparent them from that frame and let's bring them   143 00:12:53,600 --> 00:13:00,640 over here, plug the result of this into this second  socket, take this color and drag it over to here   144 00:13:00,640 --> 00:13:04,640 and then now we have something to replace this  socket, so i'm going to left click and drag that   145 00:13:04,640 --> 00:13:10,400 into there. and now with this power slider we can  really crank that up and get some interesting   146 00:13:10,400 --> 00:13:14,880 rim lighting effects, especially with our bloom  switched on of course. but i'll just set that back   147 00:13:14,880 --> 00:13:19,440 down to 1 for the moment and also i'm going  to set this to be quite bright close to white   148 00:13:19,440 --> 00:13:25,120 and that's the main shader done! at each  point we can just take the final mix node   149 00:13:25,120 --> 00:13:30,240 to mute it if we don't want that effect so if we  don't want our glossy highlight, we can just mute   150 00:13:30,240 --> 00:13:36,240 this node and it's gone and similarly we can take  this node and mute this and then our rim lighting   151 00:13:36,240 --> 00:13:38,420 is gone. but i'll keep them enabled just so that  we've got all bells and whistles on for the moment :) 21618

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