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Toon shading! toon as in cartoon although some
people might prefer using those labels to mean
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different things and so keep the toon and
cartoons apart as specialist's descriptors
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different categories in their own right, i
think it's always best to check everyone's
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on the same page when it comes to terminology,
so without getting into the origins of the word,
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i think we can look at what it means in the
relatively modern and most common use cases,
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we're usually talking about 3d shaders made to
emulate hand-drawn and colored 2d animation like
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Mickey Mouse is as a very early example, Bugs Bunny
the Flintstones films like the Little Mermaid
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the Simpsons and animes such as One Punch Man, My
Neighbor Totoro and Akira, all super influential
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in their own way and the list could go on and on,
there are plenty of tooned styles out there but
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also plenty that bind the styles together, we're
going to start pretty simple and work from there
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especially the first five examples here, as apart
from the backgrounds that tend to get a bit more
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shading in the main characters and foreground action
tend to be almost completely shadeless, taking the
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yellow skin of Homer Simpson as an example, notice
that it's just one flat single shade of yellow,
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nothing in the shading is telling us about how
three-dimensional the forms are intended to be,
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but yet we can still interpret in this case easily
what's going on. we'll come back to why that is in
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a moment, anyway we can see from this example that
toon shader could be just a simple flat color
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which is a good place to start and really easy
to set up in Blender. i'm going to start with this
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cool octopus robot alien scene by Manu, there's a
bunch of different materials on here so i'm going
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to cut to a scene where every object is just
using the same material and also i'll enable
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Use Nodes for this in the shader editor. currently
everything is going to go black because all it is
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at the moment is just this material output with
nothing plugged in and also was switched over to
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Eevee since it was set to Cycles a moment ago and
to achieve our flat shading all we need to do is
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go Shift A and add in an Emission shader and then
once we plug that into the surface we're gonna get
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that flash shading of whatever color we choose,
with Eevee, that's just fine, we can consider it done
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we actually don't even need the Emission shader,
we can actually just plug in an RGB value instead
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and Blender will understand that the only way this
is going to work is to interpret that as a kind of
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Emission shader, it's just we don't really have
the strength setting, but usually i like using an
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emission shader just so that it's clear exactly
what's going on, this is emitting light into the
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scene, which is fine and dandy for Eevee, we can add
in a plane here for example to scale that right up
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and in Eevee that's perfectly fine, but since these
are Emission shaders if we switch over to Cycles
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we're gonna start seeing that Emission starting
to emit into the scene which if for some reason
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you're mixing the non-photoreal cartoony world
with the all singing and dancing perks of a path
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tracing realistic lighting engine like Cycles,
then you might want to limit the emission onto
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the surrounding environment, luckily that's easy
to do with a light path node. let's go Shift A
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input, light path, and then also we'll add in a mix
shader and drop that in just before the material
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output and then all we need to do is say if it's
a camera array that is to say if the camera can
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see it, then we're going to use an emission shader,
so if we get white out of here we're going to get
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the second socket, so let's switch that in there
and if it's not a camera ray then we're going to
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use whatever's in the first socket which in this
case is actually nothing. so we get none of that
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additional emission into the scene and just to
clean things up a little bit, we can just go Ctrl H
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to collapse that down. it's hard not to notice
though at this point that with just a flat color
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what we're looking at becomes very hard to read,
but yeah we said a moment ago that even a flat
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shadeless color is still enough to interpret
what's going on visually, so what else do we
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need, well it's probably quite obvious what we're
missing and what a big part of the puzzle actually
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is :) these examples are making use of contrasting
outlines to help separate the forms. without the
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outlines and with just that flat shading, we've
lost too much detail to properly make sense of
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what we're looking at, we're going to go over
outlines in a separate chapter but i'm going
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to include one of the main available methods to us
right here and now in this chapter, so jumping back
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to this .blend file here, i'm going to switch from
Cycles back over to Eevee and the main method we're
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going to cover right here is generally referred to
as the inverse hull method so with this particular
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object selected doesn't really matter which object
though i'm going to come over to the modifiers and
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i'm going to give this a Solidifier modifier. with
the cursor in the 3d view i'm going to hit /
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on the numpad so that we can just take a look at
this one object very cleanly and switch over to
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solid view for a moment, so the solidify is going
to give some thickness like a shell to all the
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faces on our object here and what we can do is we
can specify a different material for all of these
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new faces, so let's come over to our shading menu
and take a look at slot 2 and then what we'll do
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is click the little 402 there since 402 objects
were using that material, now we have an exclusive
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one, so this is the only object using this now
and we'll just call this outline, for this just
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for simplicity let's just change our emission color
down to something pretty close to black and then
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now let's take another look at our rendered view,
now we can't see anything at the moment so what
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we'll do is we'll tell the Solidify modifier that
we're using our second material in the slot, so if
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we want to see in this view as well we can just
see that our outline is the second slot in our
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material list there, in code it usually starts
counting at zero, so this one's going to be zero
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this one's going to be one, so when we come back
over to our Solidify modifier we can set our
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materials to be one, which is the second material
our outline material in slot 2, but that doesn't
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look quite right, although at least we can see it
now, the other part of the puzzle is to simply flip
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the normals of the faces, the new faces that are
being created there, now by default a material
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won't have backface culling on and so we're going
to need to set that in our material, so if we just
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find our backface culling setting in the settings,
we're going to enable that and now we're starting
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to get something which looks a little bit more
like an outline, to get this to work properly we're
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going to want to apply any scale, so i'm going
to go Ctrl A and apply that scale we'll see a
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little adjustment there. and then it's just going
to be a matter of tweaking our thickness setting
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to get an outline thickness that we like, one other
thing that i just like to check is to tab into the
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object, select everything with A and then come back
over to the material and just check that all these
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faces have this material assigned so with that
selected i'm going to click assign that's looking
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pretty good for the most part, something else
that we need to check is our material direction
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so with this one i'm also going to set the back
face culling on and i saw something change in
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the viewport there, so i think that not all of our
faces are facing the correct way, so i'm going to
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tab into edit mode again, Alt N to bring up our
normals and we can recalculate outside or try
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recalculating inside which is not quite right
but that's pretty cool, so i'm going to go Alt
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N and just recalculate outside, so this method
isn't going to be perfect but as we can see it
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actually does get us a lot of the way there, whilst
talking about outlying, something that i wanted to
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insert here just because it seems like the most
logical place to put it, is that there's one last
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thing we can do to our outline material and it's
not really going to matter in this setup, because
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we're just using an emission shader, but if we
did want to change the setup so that we are using
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more lighting and not just emission like this
we're going to want to come down to our material
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settings and turn the shadow mode to none. as you
can see nothing happens in the view at the moment
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because we're not say using a diffuse texture
instead, basically we don't want the extra geometry
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that we're creating to use for our outline to be
considered when casting shadows on our objects, so
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that's one object done, we don't want to have to
do that to these other 400, one by one at least,
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so let's go Shift G and select all off type, so all
other geometry objects in other words and shift
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select this one just make sure this one that we've
already done is the correct active object and then
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if we head over to our preferences and take a look
at our add-ons and just make sure we have our copy
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attributes add-on enabled, that's going to enable
us to now go Ctrl C and copy a selected modifier
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because we don't want to select a mirror modifier
or anything like that and place that on objects
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that don't need that and it looks like it's only
giving us a subsurf option here, so i don't have
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the correct object selected actually, so let's try
that again plane.005 needs to be our active object
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Shift G type plane.005 is still our active object
so Ctrl C copy selected modifiers and then the
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solidify modifier and then click ok. so that's done
but we can see that we actually don't have much in
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the way of outlines and that's because we haven't
given it the material either, so Shift Alt and Z
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just to bring all the wireframes back again and
then go Ctrl L and then we're going to link the
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materials, with that done that's looking much
better, but i'm going to tab into edit mode again
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select everything with A and click assign, i'm also
going to go Alt N and we're going to recalculate
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outside, that's made some changes, i'm also going to
tab into object mode to apply the scale, but we'll
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find that we can't do that for instanced objects
but i'm fine with that as there's only a couple
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of objects standing out as issues at the moment,
so let's tackle those one by one, so i'm going to
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select this piece, go Ctrl A, apply the scale, but
we're still getting quite a lot of black on this
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let's come over to the modifier and just tweak
the thickness there until it looks about right
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occasionally you might have an object like this,
which if we turn off the solidify modifier can
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actually see through to the sky, so this isn't
an enclosed mesh like say a cube might be,
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so what i'm going to do is actually add another
Solidify modifier first, just to fix this, so this
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is our new solidify modifier, i'm just going to
click and drag it before our outlines and use
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the default settings and then if we re-enable uh
outline solidifier modifier we see it's looking
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a lot more like we might expect, so let's /
on the numpad back out of there and we can see
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if we just take a more simpler background here,
let's just blur it quite a lot and go Shift
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Alt and Z just to get rid of any other little
helpers in the scene, we can see that this is way
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more readable now, might not be perfect and some
things might need its own individual tweaking to
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various different thicknesses, like maybe we want
to make the tentacles more prominent, we might want
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to increase our thicknesses, in fact if we select
two objects at once so i've shift selected these
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two tentacles on this side, we can hold down Alt
take it up to something we might like to try like
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0.5 or hold Alt while sliding and we'll be
able to affect both of them at the same time,
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so i think that's looking way more readable now
and we'll explore the topic of outlines a bit
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more in another chapter, before we move on from the
super simple shading though, let's not overlook one
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of the most simplest and performant options that
may in some situations be enough to get the point
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across, we switch over to the render engine section
and we can see we've got a workbench as an option,
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we can essentially get the workbench shading
options in our solid shading view, so i'm just
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going to switch that over there, and then click
on the arrow to show some pull down information
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and over in the lighting area we can switch that
to flat and thankfully because we have our outline
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enabled we even get some outlines in the mix, just
going to go ctrl space to go full screen on this
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now there is a section in the preferences
where we can find our themes and the 3d
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viewport and at the bottom of this we will find
a section to do with outline width, but that's
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referring to the outlines of the selected, so
if we just turn on our viewport overlays there
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it's referring to this orange outline here, so
there's only so much we can do with this method
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really and also it's not especially clean how we
would separate things, but if i just add in a cube
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here to just demonstrate something, let's scale
that up a little bit, rotate it around, we can see
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it's separated from the background there, this
plane that we've placed on the ground, but if i
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was to take this face here and press Y to separate
it and just move it off slightly and press Tab to
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get back into object mode, we can see there's
still no separation there what we'd simply
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need to do there is to press P to separate
it into a separate object and then we'd be
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able to see the separation and that's what
we can see here, the outlines are showing us
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that this for example is its own object, which we
can select, we don't need to just have white of
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course we can give each object its own colour, so
if we go Ctrl Space we can go over to the object
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settings and find our viewport display and there's
a color right there and now we can see that stands
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out so we can color things on a per object level
or we can give everything a random color and we
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have these other options of course, we also have
a vertex option, which is something i'm going to
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come back to in a moment and i'm also going to
press the Backspace on that color just to reset
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that back to default and just before we move
on from this section i'm just going to point
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out that there are shadows available, so we can
switch this on and the little cog icon is going
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to give us some extra settings there, we've got the
shadow focus at the bottom and the higher we crank
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that the cleaner the or the harsher the fall off
becomes, so it's just a flat line, this is much more
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typical of toon shading, we've also got the ability
to shift the shadow in a few places as well as
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left click and drag on this sphere that we
have to completely change the direction, so
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we can see in some cases this in of itself
could make some decent tune rendering.
21809
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