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