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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,120 --> 00:00:07,600 Outlines! We've discussed them a little bit  at different moments throughout the course.   2 00:00:07,600 --> 00:00:11,760 Here we wanted to bring a bunch of different ways  to create outlines all together into one section   3 00:00:11,760 --> 00:00:17,040 to make it easier to reference, so let's get into  it. As I record this the official blender version   4 00:00:17,040 --> 00:00:23,520 is 2.92 that we can download here. But if we come  over to the download page and scroll down a little   5 00:00:23,520 --> 00:00:29,200 bit further to where it says go experimental  we'll see that we can get access to 2.93 alpha   6 00:00:29,200 --> 00:00:34,640 for various different operating systems and  from there we can launch into 2.93 which you   7 00:00:34,640 --> 00:00:39,680 can see i've got open here and i've got a simple  scene with a few basic primitive shapes and we're   8 00:00:39,680 --> 00:00:44,800 going to need 2.93 because it's got a cool new  very useful feature for us and probably the   9 00:00:44,800 --> 00:00:49,200 easiest and fastest way to get started for  some decent outlines and that's the grease   10 00:00:49,200 --> 00:00:56,480 pencil outlines. So the way we get started here is  just simply go 'Shift A' to add in a grease pencil   11 00:00:56,480 --> 00:01:00,880 and we've got these three new options down here  at the bottom don't worry we can actually change   12 00:01:00,880 --> 00:01:06,080 this after the fact so for now i'll just click  on 'object line art' and now we have a new grease   13 00:01:06,080 --> 00:01:10,240 pencil object added into our collections here. I'm  going to put that into its own collection actually,   14 00:01:10,240 --> 00:01:15,680 i'm going to press 'M' and then move that to  'grease pencil stuff' and click on OK. So this works   15 00:01:15,680 --> 00:01:20,800 off of a camera and we don't have a camera in the  scene. So i'm going to have to go 'Shift A' and add   16 00:01:20,800 --> 00:01:25,120 in that camera and as soon as we do that we can  see we actually get something show up in the view.   17 00:01:25,120 --> 00:01:29,360 Let's turn on our viewport overlays just so that  we can see everything and what i'm going to do is   18 00:01:29,360 --> 00:01:35,120 press 'ctrl alt and 0' to snap the camera to about  this position and i'll come over to the settings   19 00:01:35,120 --> 00:01:40,160 of this camera actually and just reset a little  bit of the rotation on this and also a little   20 00:01:40,160 --> 00:01:45,200 bit on its Y position there just to straighten it  out a little bit. To track the camera straight back   21 00:01:45,200 --> 00:01:50,320 a little bit we can just double tap G and move  the mouse a little. And here now we can see our   22 00:01:50,320 --> 00:01:56,560 grease pencil outlines. If we come over to the 'line art' we can see actually this is simply a modifier   23 00:01:56,560 --> 00:02:01,840 and we can see our source object is the cylinder.  We could instead of setting this to object set it   24 00:02:01,840 --> 00:02:06,560 to the whole scene and now we can see that we're  getting outlines on everything. Or we could be   25 00:02:06,560 --> 00:02:11,920 a bit more specific and say potentially this  shapes collection (which probably makes the most   26 00:02:11,920 --> 00:02:18,400 sense in this case) this creates its own layer here  called 'Lines' and also gives it a material called   27 00:02:18,400 --> 00:02:24,000 'black' which is just a simple stroke material. Come  over to the modifier again we can see that layer   28 00:02:24,000 --> 00:02:28,560 and material plugged in here so we can change  quite a lot of these settings after the fact. Now   29 00:02:28,560 --> 00:02:33,920 as mentioned it works off this camera position  so if we were to jump out and take a look from   30 00:02:33,920 --> 00:02:39,040 this angle we can see the illusion breaks quite  a lot especially on these more curved objects   31 00:02:39,040 --> 00:02:44,640 but jumping back into the camera everything looks  smooth in fact i can go Shift ` (the accent grave) 32 00:02:44,640 --> 00:02:50,480 to enter into a kind of fly mode  and use WASD to zoom around the view here and   33 00:02:50,480 --> 00:02:55,600 we can see it is actually updating perfectly fine.  I'm going to right click though to reset the view   34 00:02:55,600 --> 00:03:00,160 back to where we had it and before moving on we  can just take a little bit more look at what the   35 00:03:00,160 --> 00:03:06,400 options are here, nothing too exhaustive just the  main beats. So disabling all of this all of these   36 00:03:06,400 --> 00:03:12,560 options we can see that essentially our lines the  category of lines are all summed up in this bit.   37 00:03:12,560 --> 00:03:18,320 The contour would be the outline, the silhouette  i should say, the material borders are fairly   38 00:03:18,320 --> 00:03:23,440 straightforward should we select this cube for  example and press 3 to select this front   39 00:03:23,440 --> 00:03:30,080 face, 'I' to inset it a little bit like this and then  let's come over to the materials click on the plus   40 00:03:30,080 --> 00:03:35,200 icon to create a new material, i'm going to start  off by slotting in that second material but i'm   41 00:03:35,200 --> 00:03:40,160 going to click the assign which currently doesn't  make too much sense because it's actually just   42 00:03:40,160 --> 00:03:45,920 the same material but as you can see now we do  actually have at the border of those two materials   43 00:03:45,920 --> 00:03:50,880 a nice little outline. Typically though that would  be a different material so if i just click on the   44 00:03:50,880 --> 00:03:55,920 6 there and change this to some other color  that's typically how we would be using this.   45 00:03:55,920 --> 00:04:02,320 If we did instead for example want to do that so  'I' again to inset there and rather than using the   46 00:04:02,320 --> 00:04:07,600 same material as a different material slot so  let's select our 'line art' instead of using our   47 00:04:07,600 --> 00:04:13,440 material borders we could just use our edge marks  instead. So we would select our cube come in here   48 00:04:13,440 --> 00:04:19,440 and with those four edges selected we can go 'ctrl  E' and then mark a freestyle edge. We can see they've   49 00:04:19,440 --> 00:04:24,400 gone a slightly different color there and if we  'Tab' back into object mode we can clearly see our   50 00:04:24,400 --> 00:04:29,600 extra outlines. Let's select our 'line art' again to  get back to the options, the next option we've got   51 00:04:29,600 --> 00:04:34,800 are intersections. Now these are pretty interesting  because if i move this sphere to intersect with   52 00:04:34,800 --> 00:04:39,520 the cube we can see the extra outlines that  we're getting there but if we take this cube,   53 00:04:39,520 --> 00:04:43,680 in fact i'm going to make a new one by tabbing  into edit mode and then going 'shift A' and adding   54 00:04:43,680 --> 00:04:49,680 in a cube but let's take this cube over here and  intersect it and then tab back into object mode we   55 00:04:49,680 --> 00:04:55,040 can see we are actually getting some intersection  so that's even within the same object. Let's scale   56 00:04:55,040 --> 00:05:00,240 that up a little bit larger and place it on the  left side, tab into object mode we see that's still   57 00:05:00,240 --> 00:05:06,080 working. Let's go over to our line art and turn on  the next setting which will be our creases this is   58 00:05:06,080 --> 00:05:11,760 essentially our internal lines so the two main  ones kind of top and tail this, so the contour   59 00:05:11,760 --> 00:05:16,080 and the crease and we can control our crease  with the angle that we've got here so as soon   60 00:05:16,080 --> 00:05:22,080 as we pass 90 degrees we're going to see all  these pop in. In this area of the modifier   61 00:05:22,080 --> 00:05:27,040 we have a little bit more option for example  the style so we can increase the thickness   62 00:05:27,040 --> 00:05:32,480 or decrease the opacity in this section, i think  this can get a little bit confusing because we do   63 00:05:32,480 --> 00:05:39,200 also have an opacity for the layer itself we also  have the same again for the actual material but   64 00:05:39,200 --> 00:05:43,360 to make things a little bit more interesting, (let's  just move our sphere back over there a little bit,   65 00:05:43,360 --> 00:05:49,680 zoom in a touch more) here in the modifier for our  line art (let's just turn off the overlays again   66 00:05:49,680 --> 00:05:55,680 over a moment) we could actually collapse this  modifier here and then instead add a new modifier   67 00:05:55,680 --> 00:06:01,280 for example the thickness modifier. Let's set it  to uniform thickness and now we can control our   68 00:06:01,280 --> 00:06:06,640 overall thickness from here but we can also add a  custom curve and create some difference like this   69 00:06:06,640 --> 00:06:12,480 so i believe the start of a stroke would be very  thin and then at its thickest in the middle and   70 00:06:12,480 --> 00:06:16,320 then at the end of the stroke would be thin again.  This is probably a little bit easier to see if   71 00:06:16,320 --> 00:06:21,200 we were to go 'ctrl tab' move into draw (mode) and then  let's take our strength setting all the way up   72 00:06:21,200 --> 00:06:25,040 and then let's just left click and drag in the  view there and hopefully we can see there that   73 00:06:25,040 --> 00:06:30,800 is exactly what's just happened so it's thinnest  on both ends and thickest in the middle. So with   74 00:06:30,800 --> 00:06:36,640 this modifier i'm going to turn off the visibility  of that in the render and in our viewport here and   75 00:06:36,640 --> 00:06:41,920 also take a look at the noise modifier and turn  off the randomize here and this is going to allow   76 00:06:41,920 --> 00:06:48,160 us to create some variation so lots of position  variation or we could create different opacity   77 00:06:48,160 --> 00:06:54,560 variation by increasing our strength or thickness  variation again by turning up this influence   78 00:06:54,560 --> 00:07:00,160 slider for how we want the noise to affect our  various properties. The noise scale at zero is   79 00:07:00,160 --> 00:07:05,360 quite large noise but we can crank that right up  if we find that we need a little bit more points   80 00:07:05,360 --> 00:07:11,360 for which to create our noise with we can actually  add a subdivide modifier and left click and drag   81 00:07:11,360 --> 00:07:15,440 that above the noise, and let's turn up the amount  of subdivisions a little bit and now we can   82 00:07:15,440 --> 00:07:20,960 see we're getting things pretty fuzzy indeed, so  let's turn down the amount that that is happening, 83 00:07:20,960 --> 00:07:25,600 and maybe the amount of thickness as well. By  default we can see that our subdivisions are set   84 00:07:25,600 --> 00:07:30,640 to 'Catmull Clark' which is why things are rounding  out on the more angular surfaces over there but we   85 00:07:30,640 --> 00:07:36,640 can just set that to simple. That gives it almost  like a nice organic wobbly but human feel to it. 86 00:07:36,640 --> 00:07:42,080 I had a go at putting together a very basic  scene, something with a lot of simple shapes   87 00:07:42,080 --> 00:07:47,920 nothing much beyond basic insets and extrusions  and then use these very same ideas for the grease   88 00:07:47,920 --> 00:07:53,360 pencil outlines here so making it a little thick  in the middle there, giving it some extra points to   89 00:07:53,360 --> 00:07:57,840 work with and then just throwing some noise at  it, mostly on the thickness but a little on the   90 00:07:57,840 --> 00:08:03,520 position there. i think it's come out pretty nicely, this is just the simple solid shading workbench   91 00:08:03,520 --> 00:08:07,760 engine but I tinkered with some lights as well  so that in the rendered view we get a little bit   92 00:08:07,760 --> 00:08:12,560 of high contrast going with that extra lighting  but either way i think it works pretty well, 93 00:08:12,560 --> 00:08:17,680 and although it is a little bit sluggish in the  viewport, certainly without the grease pencil being   94 00:08:17,680 --> 00:08:23,280 baked, i think it's, uh, overall it's pretty workable. So outside of the modifiers we could just jump   95 00:08:23,280 --> 00:08:29,520 back into our materials and change say the color  of our outline, this way, we could actually change   96 00:08:29,520 --> 00:08:34,080 the style from a solid to a texture. We don't  really have any textures in the scene though   97 00:08:34,080 --> 00:08:39,120 so i'm going to jump over to the texture paint  workspace and in here just create a new texture, 98 00:08:39,120 --> 00:08:44,960 I'm just going to call this 'square' and click on the  color swatch and make the alpha all the way down   99 00:08:44,960 --> 00:08:50,480 so that when we press OK we're going to get an  image which is completely blank so far, and here   100 00:08:50,480 --> 00:08:55,680 i can just draw in a little square, well it's not  looking particularly square right now, i'm going   101 00:08:55,680 --> 00:09:02,880 to press 'F' to scale up this brush just to cover  more distance, and as i draw this very, very rough   102 00:09:02,880 --> 00:09:08,080 square in, i'm leaving the edges of it completely  free and with that done i'm going to click on the   103 00:09:08,080 --> 00:09:12,640 image there and just pack it into this blend file, and then let's switch back to the layout, and then   104 00:09:12,640 --> 00:09:17,840 over here now we can find our square texture, and  as you can see, it's now like a dotted line. We can   105 00:09:17,840 --> 00:09:23,680 adjust how much we want to blend in that  original base color, and we've also got the UV's   106 00:09:23,680 --> 00:09:30,240 that we can scale up or down to our satisfaction. Let's turn off the 'line art' by left clicking   107 00:09:30,240 --> 00:09:36,000 dragging across the eye and the render-ability  there, actually let's find our 'shall we see it in   108 00:09:36,000 --> 00:09:41,200 the viewport' option and also disable it there that  way, when we press 'alt H' it won't keep popping up   109 00:09:41,200 --> 00:09:46,560 in our view. So in a similar way, something that we  can do is just simply add in our own grease pencil   110 00:09:46,560 --> 00:09:53,120 object set it to blank, create a layer for it,  create a material for it, and then 'Ctrl tab' into   111 00:09:53,120 --> 00:09:58,080 draw mode, and then as we draw in the view here we  can get some grease pencil strokes going, however,  112 00:09:58,080 --> 00:10:04,160 i'm going to undo that and set the origin to be  the surface, and set the offset all the way down. 113 00:10:04,160 --> 00:10:10,080 So here now we could actually start to draw on  objects and create our own outlines to match. 114 00:10:10,080 --> 00:10:14,400 That's going to be tricky for these kinds of  things where we need to determine where the   115 00:10:14,400 --> 00:10:19,840 border should actually be, the actual outline, the actual silhouette, the contour as the other   116 00:10:19,840 --> 00:10:26,480 'line art' option was categorizing it as, but in certain  circumstances, probably more angular options, this   117 00:10:26,480 --> 00:10:32,160 could actually be quite a nice effect, depending  again on the overall message or the general style   118 00:10:32,160 --> 00:10:38,960 or mood that is trying to be created. Again keeping  within the grease pencil realm we can go 'ctrl tab'   119 00:10:38,960 --> 00:10:44,080 to switch into object mode. Let's select this  object here and let's come up to the object menu   120 00:10:44,080 --> 00:10:49,360 and come down to convert and we can convert this  to a grease pencil object. Let's come over to our   121 00:10:49,360 --> 00:10:54,800 options here and we can click on 'keep original' and  here we can find another object in our view, so i'm   122 00:10:54,800 --> 00:10:59,440 just going to bring it down here a little bit and  here we'll notice that we have the cube stroke and   123 00:10:59,440 --> 00:11:05,280 we have a couple of materials, 2 fill materials  which means we can come over to the fill material   124 00:11:05,280 --> 00:11:08,960 and color this and then we're getting  that different hue that we had before. 125 00:11:08,960 --> 00:11:13,360 The problem with this is that we're not really  getting any intersection lines, in this example,   126 00:11:13,360 --> 00:11:18,640 and also every single edge has been converted to a  stroke so we would have to go through and manually   127 00:11:18,640 --> 00:11:23,120 alter what we want to keep and what we don't. But  generally speaking grease pencil has a lot of   128 00:11:23,120 --> 00:11:27,680 potential for this kind of stuff, especially with  the new options that we've got down here in our   129 00:11:27,680 --> 00:11:33,200 grease pencil add menu. With the grease pencil  side of things out of the way i've jumped into   130 00:11:33,200 --> 00:11:37,920 blender 2.92 so for this recording we're back  in official land and what i'm going to do is   131 00:11:37,920 --> 00:11:41,920 just disable the grease pencil collection here, we  don't need to see that now and for this next way   132 00:11:41,920 --> 00:11:46,640 of generating outlines in blender it's going to  be pretty much the most simplest, the most basic, 133 00:11:46,640 --> 00:11:51,680 the least customizable, and it's probably just  worth quickly highlighting here, and that's in   134 00:11:51,680 --> 00:11:57,040 the solid shading view we can turn off the x-ray  let's make this flat actually, give it a sort of   135 00:11:57,040 --> 00:12:02,720 super basic toon shading, which we could set to  a particular color, so for example let's set all   136 00:12:02,720 --> 00:12:08,160 the objects to a slight blue and - as we can see  down here - we have our outline. Now it's tricky to   137 00:12:08,160 --> 00:12:13,680 see because our world background is quite dark so  let's take our viewport here and just make this a   138 00:12:13,680 --> 00:12:18,720 little bit lighter and then we should be able to  start to see our outline. It'd be probably more obvious if   139 00:12:18,720 --> 00:12:24,320 we just come down to our outline color swatch  here and make this a much more obvious red for   140 00:12:24,320 --> 00:12:28,800 example and that means that we can now take our  background a little bit darker again to be able   141 00:12:28,800 --> 00:12:34,080 to see it even so it's still quite slight and  it's only just about creating the contour,   142 00:12:34,080 --> 00:12:38,000 the silhouette for us and we can see there's no  intersections happening here between these two   143 00:12:38,000 --> 00:12:42,640 cubes of the same object but as soon as we start  overlapping different objects we can see we are   144 00:12:42,640 --> 00:12:48,800 getting various intersections. So depending on the  project the solid shading view this most basic of   145 00:12:48,800 --> 00:12:54,320 work bench renders might actually do in some cases.  Aside from using the flat lighting we also have   146 00:12:54,320 --> 00:13:00,320 mat cap options and to pair with this maybe we  would probably use this little toon matcap which   147 00:13:00,320 --> 00:13:05,040 might help or we could use our own matcaps.  It's actually worth pointing out that if we had   148 00:13:05,040 --> 00:13:10,320 a matcap which looked a little like this or like  this one where just at the edge of the sphere was   149 00:13:10,320 --> 00:13:14,800 dark then we're gonna get at least a little bit  of a kind of outline that we can use depending on   150 00:13:14,800 --> 00:13:20,720 the falloff that we've got of course. That helps  us segue into another option which is a shading   151 00:13:20,720 --> 00:13:24,720 option which is basically doing the same thing  as that matcap but perhaps in a way we could   152 00:13:24,720 --> 00:13:30,720 argue that it's even simpler than that which is  simply using our fresnel. So if we use the input layer   153 00:13:30,720 --> 00:13:35,520 weight node and ctrl shift click on this thanks to  the node wrangler add-on it'll automatically hook   154 00:13:35,520 --> 00:13:40,000 it up to an emission shader for us so we can see  it clearly in the view and here i'm going to take   155 00:13:40,000 --> 00:13:45,760 a math node and drop that in afterwards and in  fact i'm going to take the facing instead of the   156 00:13:45,760 --> 00:13:49,440 fresnel and let's take that down to zero so  it's not actually doing anything and the reason   157 00:13:49,440 --> 00:13:54,400 i'm using the facing is because it's just going to  take the very very center the face that is exactly   158 00:13:54,400 --> 00:13:58,560 in alignment with the camera it's gonna make that  zero and at the very very edges it's gonna make   159 00:13:58,560 --> 00:14:03,200 that 1. So it's basically pretty easy to get  a clean result. Switching the math node to power   160 00:14:03,200 --> 00:14:08,400 means when we change the exponent value we can  control the falloff (the way that it goes from   161 00:14:08,400 --> 00:14:14,560 black to white) giving it a much softer transition  through those values or if we'd rather have a fast   162 00:14:14,560 --> 00:14:19,280 sharp transition between our black and white we  can do that with a math node set to 'greater than'   163 00:14:19,280 --> 00:14:24,800 or 'less than' and keep our value between 0 and 1  and we should be able to control the thickness.   164 00:14:25,440 --> 00:14:31,200 This is a lot more effective on more curvy shapes  as you can see with our torus donut and the   165 00:14:31,200 --> 00:14:36,000 sphere but it's not working so great on these flat  planes that we can see within the cylinder and   166 00:14:36,000 --> 00:14:41,360 these cubes. This might work in a pinch though if  all we're looking to do is create a mask of some   167 00:14:41,360 --> 00:14:47,120 kind and that allows us to create a color mix rgb  node, slot this into the mix and then we can choose   168 00:14:47,120 --> 00:14:52,560 which two colors that we want to mix between. Or  of course we could add our own textures into here   169 00:14:52,560 --> 00:14:57,920 instead for different sorts of effects. The next  method is a pretty popular one which is generally   170 00:14:57,920 --> 00:15:02,480 referred to as the inverted hull method i'm going  to ctrl shift click this principled shader again   171 00:15:02,480 --> 00:15:07,120 though to start us off. Now we're still in our  material preview and i'm going to come over to   172 00:15:07,120 --> 00:15:12,160 the materials and click on the little plus icon  there to add in a new material. I'm going to switch   173 00:15:12,160 --> 00:15:16,960 it to the emission shader and i'll take that down  to be pretty close to black then i'm going to come   174 00:15:16,960 --> 00:15:22,640 over to the modifiers and then add a solidifier  modifier. With that done all we need to do is tell   175 00:15:22,640 --> 00:15:28,880 it to use the second material that we just created  our material.003 in this case but just to keep it   176 00:15:28,880 --> 00:15:33,520 clean i'm going to call that 'mat hull outline' and  then come back over to the modifiers and then   177 00:15:33,520 --> 00:15:38,960 set this to number one so we don't even need the  name of it here actually. Zero would refer to the   178 00:15:38,960 --> 00:15:44,000 first material and one the second and so on and so  forth. The thickness of our outline is going to be   179 00:15:44,000 --> 00:15:48,960 controlled by the thickness slider here but at the  moment we can see that it doesn't really look like   180 00:15:48,960 --> 00:15:53,520 much is going on we're getting a slight increase  in the size of the sphere but not much else.   181 00:15:53,520 --> 00:15:57,600 So what we need to do is come over to our normals  we need to flip them and now everything seems to   182 00:15:57,600 --> 00:16:01,760 have turned black. The final thing we need to  do is to just come over to our materials again,   183 00:16:01,760 --> 00:16:06,720 come over to the settings that we have down here  and just select 'backface culling' also while we're   184 00:16:06,720 --> 00:16:11,760 at it we don't want this to cast any shadows. Now  we can see the outline taking effect and we can   185 00:16:11,760 --> 00:16:16,400 hold 'shift and left click' and just see whether  we want this to be an outline growing away from   186 00:16:16,400 --> 00:16:20,800 the sphere or kind of giving the effect that the  sphere is shrinking inwards. The interesting thing   187 00:16:20,800 --> 00:16:26,000 about this technique is that we can pair this with  other modifiers so i can click 'add modifier' and   188 00:16:26,000 --> 00:16:31,520 give this a displacement modifier, click on the 'new',  create a new texture, press this button at the end   189 00:16:31,520 --> 00:16:36,320 to jump over to the image settings and i'm going  to set that to a clouds texture and then jump back   190 00:16:36,320 --> 00:16:40,640 to the modifier. The strength is pretty strong at  the moment so i'm going to turn that right down   191 00:16:40,640 --> 00:16:45,600 and now we're getting some interesting noise and  variation to the outline. One main issue that we   192 00:16:45,600 --> 00:16:50,400 might be having at the moment is that not only are  the outlines being displaced but the whole object   193 00:16:50,400 --> 00:16:55,200 itself, so for that we just need to come over to  our vertex groups and click on the little plus   194 00:16:55,200 --> 00:17:00,320 and for this we'll call it 'outline' and then jump  back to the modifier and then when we create our   195 00:17:00,320 --> 00:17:06,480 solidify shell that we're using to invert we can  just tell it to output into a particular vertex   196 00:17:06,480 --> 00:17:11,600 group. So in here in the shell section we can just  select our 'outline vertex' group and then within   197 00:17:11,600 --> 00:17:16,560 the displacement modifier we can tell it to only  use that 'outline vertex' group. with that done now   198 00:17:16,560 --> 00:17:20,880 we can control the strength of our outline, we  can control the mid level and for the size of   199 00:17:20,880 --> 00:17:25,120 the noise we just click our little button here on  the right and that jumps us over here and we can   200 00:17:25,120 --> 00:17:30,800 adjust the size. This isn't a perfect method of  course we can't do intersections, let's just copy   201 00:17:30,800 --> 00:17:35,040 this over to another object so we can see what's  happening here, so let's turn on our overlays.   202 00:17:35,040 --> 00:17:39,840 I'm going to select our cubes and then shift  select the one we've got working and go 'ctrl L'   203 00:17:39,840 --> 00:17:45,680 and then make a link for the modifiers and then  also 'Ctrl L' to link the materials and here now we   204 00:17:45,680 --> 00:17:48,800 can see we're getting a little bit of an effect.  It's working better on the sphere because we've   205 00:17:48,800 --> 00:17:53,920 got way more geometry to work with so in this case  we might be tempted to come over and give this a   206 00:17:53,920 --> 00:17:59,040 subdivision surface modifier to put at the top  of the stack, so i'm going to left click and drag   207 00:17:59,040 --> 00:18:03,520 that all the way to the top there. We don't want  it to have sphere envy and try and smooth itself   208 00:18:03,520 --> 00:18:09,360 over, so we're just going to switch to simple and  then give this a few extra subdivisions. Finally   209 00:18:09,360 --> 00:18:13,760 if we're using the displacement idea we can see  the red 'outline' screaming at us there so we need   210 00:18:13,760 --> 00:18:19,120 to come over to our vertex groups and give it a  vertex group called 'outline'. Those are the steps we   211 00:18:19,120 --> 00:18:24,480 would need to do if we were to copy this technique  around. We are getting some internal contouring,   212 00:18:24,480 --> 00:18:30,240 some localized overlapping of silhouettes  happening a little bit but it's not really an   213 00:18:30,240 --> 00:18:36,880 ideal method for every case. Another basic option  we've got which we can use within our modifiers is   214 00:18:36,880 --> 00:18:42,560 the wireframe modifier that we've got down there  and we'll uncheck 'replace original' and then we'll   215 00:18:42,560 --> 00:18:48,480 increase the thickness. Again we can see here we've  got the opportunity to create a material offset   216 00:18:48,480 --> 00:18:53,120 so in the materials i'm going to click on the  little plus and give that to the 'mat_hulloutline'   217 00:18:53,120 --> 00:18:58,160 again and then let's jump back to the  modifier and set this to one, so in this instance   218 00:18:58,160 --> 00:19:03,440 what we're basically doing is just creating some  geometry for each of the edges in our meshes.   219 00:19:03,440 --> 00:19:08,240 For a lot of curved objects this isn't really  going to be a very good method but it can work   220 00:19:08,240 --> 00:19:12,640 for some more boxy shapes like this but even in  this case it's going to struggle a little bit so   221 00:19:12,640 --> 00:19:18,560 if we just clear the modifiers from that and then  shift select our cylinder and go 'Ctrl L' and link   222 00:19:18,560 --> 00:19:23,520 the modifiers. We can see that on this object we've  got all those supporting edges which we might   223 00:19:23,520 --> 00:19:29,360 not want and there isn't a clean way to exclude  particular edges even with the vertex group option   224 00:19:29,360 --> 00:19:35,520 since that's at the vertex level and not the edge  level. The same kind of limitation would occur if   225 00:19:35,520 --> 00:19:41,200 we go really old skool to create some outlines  and that's to jump into our UV editing options   226 00:19:41,200 --> 00:19:45,360 and then with this object i'm going to select  everything and let's just do an automatic unwrap   227 00:19:45,360 --> 00:19:51,040 let's go 'U' and 'smart uv project' basically and  click OK then from there what we could do is go   228 00:19:51,040 --> 00:19:56,400 'UV' and export our uv layout save this anywhere it  makes sense, we've got a few settings here on the   229 00:19:56,400 --> 00:20:01,520 side which we can toggle on and off with our N key  for the sidebar or use this little cog icon and   230 00:20:01,520 --> 00:20:06,720 we can even dictate the format. The simplest  option would be to just use our png and i'm going   231 00:20:06,720 --> 00:20:11,920 to take down the fill opacity so it's just the  lines themselves, click export uv layout then i'm   232 00:20:11,920 --> 00:20:18,480 going to jump over to the shading options and then  'Shift A' to add in a texture > image texture and then   233 00:20:18,480 --> 00:20:23,680 click 'open' find that uv layout, open that image up  and then let's just ctrl shift click on this   234 00:20:23,680 --> 00:20:28,080 and it's not going to make much sense on a lot of  these other objects but on this one we should get   235 00:20:28,080 --> 00:20:34,160 an outline for every edge. Let's just click on the  uv layout png that we can see there and actually   236 00:20:34,160 --> 00:20:39,760 before we take a look at the texture i've ctrl shift  clicked the principled shader as we won't see what's   237 00:20:39,760 --> 00:20:44,720 on our texture yet because the geometry the  wireframe modifier is creating is in its way so   238 00:20:44,720 --> 00:20:50,320 we'll need to remove that, and with our uv layout  image we can control shift click on this. Instead   239 00:20:50,320 --> 00:20:54,960 of the color output i'm going to go and click on  the alpha output and now we can see our outlines.   240 00:20:54,960 --> 00:21:00,080 I'm going to just use a color ramp node, drop this  in, click on the little down chevron and flip the   241 00:21:00,080 --> 00:21:04,160 color ramp and then we can kind of squeeze this in  and make it a little bit more prominent if we want   242 00:21:04,160 --> 00:21:09,200 and then otherwise we could then jump over to the  texture paint, click 'N' to open up our sidebar and   243 00:21:09,200 --> 00:21:15,360 i'm going to switch this to be erasing the alpha  as we can see there and then zoom in on here press   244 00:21:15,360 --> 00:21:21,040 F to shrink the brush down and i'm just going to  left click across this area and as you can see   245 00:21:21,040 --> 00:21:26,960 here the line is being erased. Now it is showing us  the complete alpha here so what we might want to   246 00:21:26,960 --> 00:21:31,760 do is switch over to our material preview and then  we can see a bit more of what's really going on   247 00:21:32,320 --> 00:21:38,000 as well as painting in the 2d window we can paint  in the 3d window to remove certain edges too. This   248 00:21:38,000 --> 00:21:43,840 old skool technique i include here just because  it might help out in some other obscure way for   249 00:21:43,840 --> 00:21:48,320 a more interesting result you could take the uv  export out of blender completely especially if you   250 00:21:48,320 --> 00:21:54,640 use the svg format and convert that into dashed  lines in krita for example then when using those   251 00:21:54,640 --> 00:21:59,680 results back as a texture in blender then things  might start to get a little bit more interesting.   252 00:22:00,560 --> 00:22:05,360 So from here i'm going to jump back to the shading  workspace ctrl shift click on the main shader that   253 00:22:05,360 --> 00:22:11,920 we've got here, select this and just remove the  modifiers, same on this one and jump to the next   254 00:22:11,920 --> 00:22:17,600 probably best but also actually happens to be the  slowest option and does require a little bit of   255 00:22:17,600 --> 00:22:21,760 experimentation. So i'm going to jump over to the  layout workspace give ourselves a little bit more   256 00:22:21,760 --> 00:22:27,520 room here, if we jump into the camera we can see our  lineup here. If we press F12 at the moment we get   257 00:22:27,520 --> 00:22:32,080 this render result. To make things a little bit  easier on us i'm gonna just add in a light and   258 00:22:32,080 --> 00:22:37,200 a sunlight double tap R to just rotate it so  that it's illuminating from almost a 45 degree   259 00:22:37,200 --> 00:22:41,920 angle. F12 again which isn't bad. I'm just going to  jump over to the light settings and just change   260 00:22:41,920 --> 00:22:46,640 this to about 5. One more render with F12 and  i think that's looking mostly clean enough for us.   261 00:22:47,200 --> 00:22:52,000 Now to press F11 to take a look at that render  we just made we can't have failed to notice that   262 00:22:52,000 --> 00:22:57,440 clearly by default no freestyle lines are being  shown here and if we want to see them we're going   263 00:22:57,440 --> 00:23:02,480 to jump over to the render properties tab come  over to freestyle down at the bottom here and   264 00:23:02,480 --> 00:23:07,440 just enable it there. Then when we press F12 we'll  see it render and it just takes a second and it'll   265 00:23:07,440 --> 00:23:12,640 add our freestyle lines on top. So essentially it's  going to take our regular shading that we've got   266 00:23:12,640 --> 00:23:17,520 in the viewport, so we might want to have a toon  shader on here or just simple flat shading or   267 00:23:17,520 --> 00:23:22,960 whatever we want and the freestyle engine is  going to create lines based on whatever inputs   268 00:23:22,960 --> 00:23:27,440 we give it and the settings we have for them and  it will generate those lines, so freestyle really   269 00:23:27,440 --> 00:23:31,760 is all about them lines! Up at the top here we  can see we've got a combined and depth and a   270 00:23:31,760 --> 00:23:36,080 'view layer' so there's a few extra options that  we could throw into this and for that i can jump   271 00:23:36,080 --> 00:23:41,360 over to the compositing workspace select 'use nodes'  and we can see our render layers here, Ctrl shift   272 00:23:41,360 --> 00:23:46,560 click on this to auto generate a viewer node so  we can see the results in the background here.   273 00:23:46,560 --> 00:23:51,360 But we can see we're only getting image alpha and  depth if we come over to our layers tab here (let's   274 00:23:51,360 --> 00:23:56,560 just pull this out a little bit) and scroll down  we'll see here's all our freestyle options. There   275 00:23:56,560 --> 00:24:01,200 are two main modes that we've got here, we've got  the parameter editor mode and the python scripting   276 00:24:01,200 --> 00:24:06,000 mode so really if you're familiar with python we  can go crazy with all these lines. But i'm just   277 00:24:06,000 --> 00:24:09,920 going to stick to the parameter editor to show a  few basic things here. There's essentially just a   278 00:24:09,920 --> 00:24:16,320 few sections here we've got the overall freestyle  settings at the top, we have our 'line set' and then   279 00:24:16,320 --> 00:24:21,040 at the bottom we have the actual 'line style' for  that 'set'. We can interpret this as being kind of a   280 00:24:21,040 --> 00:24:26,160 generator and then a style for what has just been  generated. To see this as a render pass we're going   281 00:24:26,160 --> 00:24:30,720 to need to enable this checkbox here and now we  can see that the freestyle has popped up. If we   282 00:24:30,720 --> 00:24:34,960 ctrl shift click down our outputs here we're not  really going to see anything until we re-render   283 00:24:34,960 --> 00:24:39,600 again with F12. With that done we can now jump  over to the view layer and we can see our various   284 00:24:39,600 --> 00:24:45,040 potential outputs, so we've got combined depth  and freestyle so here it gives us the chance to   285 00:24:45,040 --> 00:24:50,960 be able to use this as a separate render pass and  use any number of compositing tricks, so blurring   286 00:24:50,960 --> 00:24:55,920 or using it as a mask for something else. The  options are kind of endless really, to join   287 00:24:55,920 --> 00:25:01,360 these together though i'm just going to simply  use a color alpha over node, drop that in there,   288 00:25:01,360 --> 00:25:06,480 take our freestyles output and then plug that into  the second socket of this alpha over node then when   289 00:25:06,480 --> 00:25:11,680 we ctrl shift click we can see a more expected  result in the background there. We've also got this   290 00:25:11,680 --> 00:25:15,520 factor slider so we can decrease the overall  alpha that we have there. At this point we could   291 00:25:15,520 --> 00:25:20,800 also colorize it but we also have a lot of those  settings within the freestyle options themselves.   292 00:25:20,800 --> 00:25:25,920 So with this first line set we can see we're  taking the silhouette, the creases and we can also   293 00:25:25,920 --> 00:25:31,200 see things like the contour and the edge marks so  if we were to jump over to the layout, take this   294 00:25:31,200 --> 00:25:37,280 cylinder right here, press 2 to select this edge  'Ctrl E' to mark a freestyle edge and then come   295 00:25:37,280 --> 00:25:42,720 back over to our compositing and hit F12. Notice  that we still don't get any edge there but once   296 00:25:42,720 --> 00:25:48,400 we enable our edge marking and press F12 again we  should see it pop up. As i say i'm not going to go   297 00:25:48,400 --> 00:25:53,840 over absolutely every option but we will take a  look at changing the style to just a few of these.   298 00:25:54,480 --> 00:25:58,400 So to change the actual thickness of this we're  going to need to jump over to the thickness tab,   299 00:25:58,400 --> 00:26:03,520 let's just crank that really high to 10 and then  render again and we see the obvious changes there,   300 00:26:03,520 --> 00:26:09,040 here i'm going to come over to the layout actually  and jump over to the layer properties in this view   301 00:26:09,040 --> 00:26:13,600 as well just so that we can see it all opened up  in this window, give that a little bit more space   302 00:26:13,600 --> 00:26:18,080 and then also i'm going to take this object double  tap R and just rotate that around so we can see a   303 00:26:18,080 --> 00:26:23,040 little bit more of it and then we'll render again.  I'll set that thickness back to 3 though, we've   304 00:26:23,040 --> 00:26:27,920 got these modifiers that we can add for example we  can add some noise and then if we scroll down we   305 00:26:27,920 --> 00:26:33,280 can see the settings for that and then press F12  again and we get some cool effects. So as you can   306 00:26:33,280 --> 00:26:38,000 tell this is pretty powerful stuff with all the  options available to us but we do need to keep   307 00:26:38,000 --> 00:26:43,280 hitting render to be able to see the results. Just  before we move on i'm just going to select 'strokes'   308 00:26:43,280 --> 00:26:48,240 and just come down here to the dashed line section  and you can see we've got 'dashes' and 'gaps'. I'm just   309 00:26:48,240 --> 00:26:54,320 going to use this first group, so let's set this to  be about 15 pixels long and then a gap of 5 pixels.   310 00:26:54,320 --> 00:26:59,600 Press F12 and we can see where all our lines were,  they're now dashed. Something pretty impressive here   311 00:26:59,600 --> 00:27:04,720 is that we can actually combine things together  so for example we can add an additional 'line set'   312 00:27:04,720 --> 00:27:10,480 and set this to 'hidden' instead. For example come  over to the 'color' set this to be something else,   313 00:27:10,480 --> 00:27:17,600 something like this and then come back over to the  strokes set this to be a dashed line, so 15 and 5   314 00:27:17,600 --> 00:27:22,480 for example and then come back over to the first  'line set', disable the dashed line on that one, maybe   315 00:27:22,480 --> 00:27:28,080 make this a little bit thicker at 5 and then  come back over to 'line set' 2, so we have this one   316 00:27:28,080 --> 00:27:32,320 which are all the lines we can see and then the  second 'line set' will be only the lines that are   317 00:27:32,320 --> 00:27:38,480 hidden. So we go F12, now we start to get this kind  of effect. Other options include other versions of   318 00:27:38,480 --> 00:27:44,320 blender, so for example at this link right here  at graphicall we'll notice that there's this 'line   319 00:27:44,320 --> 00:27:49,360 art' build for windows 64 at least, i haven't  personally tried this build but seeing how   320 00:27:49,360 --> 00:27:53,760 this is a chapter on 'line art' i think we should  probably include it. Even the main developer for 321 00:27:53,760 --> 00:27:58,640 the grease pencil stuff is making a comment here  so it's great to see this kind of interactivity.  322 00:27:59,440 --> 00:28:03,360 Speaking of other builds of blender this section  wouldn't be complete without discussing the   323 00:28:03,360 --> 00:28:08,240 ongoing BEER development and the Malt render  engine, we have a chapter showing how to set   324 00:28:08,240 --> 00:28:14,160 that up and get started and a key feature of this  engine is its ability to create real-time outlines.   325 00:28:14,160 --> 00:28:19,011 That is looking super promising and it's  recommended to stay tuned to the NPR show and the   326 00:28:19,011 --> 00:28:25,169 website in general actually for more options and  updates on the non-photo realistic rendering scene. 46781

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