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These are the user uploaded subtitles that are being translated: 1 00:00:03,200 --> 00:00:09,760 Toon shading! toon as in cartoon although some  people might prefer using those labels to mean   2 00:00:09,760 --> 00:00:14,960 different things and so keep the toon and  cartoons apart as specialist's descriptors   3 00:00:14,960 --> 00:00:18,560 different categories in their own right, i  think it's always best to check everyone's   4 00:00:18,560 --> 00:00:22,960 on the same page when it comes to terminology,  so without getting into the origins of the word,   5 00:00:23,520 --> 00:00:28,000 i think we can look at what it means in the  relatively modern and most common use cases,   6 00:00:28,560 --> 00:00:35,600 we're usually talking about 3d shaders made to  emulate hand-drawn and colored 2d animation like   7 00:00:35,600 --> 00:00:42,640 Mickey Mouse is as a very early example, Bugs Bunny  the Flintstones films like the Little Mermaid   8 00:00:42,640 --> 00:00:50,480 the Simpsons and animes such as One Punch Man, My  Neighbor Totoro and Akira, all super influential   9 00:00:50,480 --> 00:00:56,240 in their own way and the list could go on and on,  there are plenty of tooned styles out there but   10 00:00:56,240 --> 00:01:00,960 also plenty that bind the styles together, we're  going to start pretty simple and work from there   11 00:01:01,520 --> 00:01:06,800 especially the first five examples here, as apart  from the backgrounds that tend to get a bit more   12 00:01:06,800 --> 00:01:12,720 shading in the main characters and foreground action  tend to be almost completely shadeless, taking the   13 00:01:12,720 --> 00:01:18,640 yellow skin of Homer Simpson as an example, notice  that it's just one flat single shade of yellow,   14 00:01:18,640 --> 00:01:23,200 nothing in the shading is telling us about how  three-dimensional the forms are intended to be,   15 00:01:23,200 --> 00:01:28,640 but yet we can still interpret in this case easily  what's going on. we'll come back to why that is in   16 00:01:28,640 --> 00:01:34,160 a moment, anyway we can see from this example that  toon shader could be just a simple flat color   17 00:01:34,160 --> 00:01:39,040 which is a good place to start and really easy  to set up in Blender. i'm going to start with this   18 00:01:39,040 --> 00:01:45,040 cool octopus robot alien scene by Manu, there's a  bunch of different materials on here so i'm going   19 00:01:45,040 --> 00:01:50,800 to cut to a scene where every object is just  using the same material and also i'll enable   20 00:01:50,800 --> 00:01:57,520 Use Nodes for this in the shader editor. currently  everything is going to go black because all it is   21 00:01:57,520 --> 00:02:02,720 at the moment is just this material output with  nothing plugged in and also was switched over to   22 00:02:02,720 --> 00:02:07,680 Eevee since it was set to Cycles a moment ago and  to achieve our flat shading all we need to do is   23 00:02:07,680 --> 00:02:13,920 go Shift A and add in an Emission shader and then  once we plug that into the surface we're gonna get   24 00:02:13,920 --> 00:02:21,280 that flash shading of whatever color we choose,  with Eevee, that's just fine, we can consider it done   25 00:02:21,280 --> 00:02:27,520 we actually don't even need the Emission shader,  we can actually just plug in an RGB value instead   26 00:02:27,520 --> 00:02:32,400 and Blender will understand that the only way this  is going to work is to interpret that as a kind of   27 00:02:32,400 --> 00:02:37,520 Emission shader, it's just we don't really have  the strength setting, but usually i like using an   28 00:02:37,520 --> 00:02:42,240 emission shader just so that it's clear exactly  what's going on, this is emitting light into the   29 00:02:42,240 --> 00:02:49,360 scene, which is fine and dandy for Eevee, we can add  in a plane here for example to scale that right up   30 00:02:49,360 --> 00:02:55,520 and in Eevee that's perfectly fine, but since these  are Emission shaders if we switch over to Cycles   31 00:02:55,520 --> 00:03:00,480 we're gonna start seeing that Emission starting  to emit into the scene which if for some reason   32 00:03:00,480 --> 00:03:05,840 you're mixing the non-photoreal cartoony world  with the all singing and dancing perks of a path   33 00:03:05,840 --> 00:03:11,120 tracing realistic lighting engine like Cycles,  then you might want to limit the emission onto   34 00:03:11,120 --> 00:03:17,680 the surrounding environment, luckily that's easy  to do with a light path node. let's go Shift A   35 00:03:17,680 --> 00:03:24,240 input, light path, and then also we'll add in a mix  shader and drop that in just before the material   36 00:03:24,240 --> 00:03:28,960 output and then all we need to do is say if it's  a camera array that is to say if the camera can   37 00:03:28,960 --> 00:03:33,440 see it, then we're going to use an emission shader,  so if we get white out of here we're going to get   38 00:03:33,440 --> 00:03:37,440 the second socket, so let's switch that in there  and if it's not a camera ray then we're going to   39 00:03:37,440 --> 00:03:42,320 use whatever's in the first socket which in this  case is actually nothing. so we get none of that   40 00:03:42,320 --> 00:03:47,680 additional emission into the scene and just to  clean things up a little bit, we can just go Ctrl H   41 00:03:47,680 --> 00:03:53,120 to collapse that down. it's hard not to notice  though at this point that with just a flat color   42 00:03:53,120 --> 00:03:58,960 what we're looking at becomes very hard to read,  but yeah we said a moment ago that even a flat   43 00:03:58,960 --> 00:04:03,440 shadeless color is still enough to interpret  what's going on visually, so what else do we   44 00:04:03,440 --> 00:04:09,520 need, well it's probably quite obvious what we're  missing and what a big part of the puzzle actually   45 00:04:09,520 --> 00:04:15,360 is :) these examples are making use of contrasting  outlines to help separate the forms. without the   46 00:04:15,360 --> 00:04:19,840 outlines and with just that flat shading, we've  lost too much detail to properly make sense of   47 00:04:19,840 --> 00:04:24,240 what we're looking at, we're going to go over  outlines in a separate chapter but i'm going   48 00:04:24,240 --> 00:04:29,200 to include one of the main available methods to us  right here and now in this chapter, so jumping back   49 00:04:29,200 --> 00:04:34,320 to this .blend file here, i'm going to switch from  Cycles back over to Eevee and the main method we're   50 00:04:34,320 --> 00:04:39,440 going to cover right here is generally referred to  as the inverse hull method so with this particular   51 00:04:39,440 --> 00:04:44,400 object selected doesn't really matter which object  though i'm going to come over to the modifiers and   52 00:04:44,400 --> 00:04:49,680 i'm going to give this a Solidifier modifier. with  the cursor in the 3d view i'm going to hit /   53 00:04:49,680 --> 00:04:55,600 on the numpad so that we can just take a look at  this one object very cleanly and switch over to   54 00:04:55,600 --> 00:05:00,240 solid view for a moment, so the solidify is going  to give some thickness like a shell to all the   55 00:05:00,240 --> 00:05:05,920 faces on our object here and what we can do is we  can specify a different material for all of these   56 00:05:05,920 --> 00:05:10,800 new faces, so let's come over to our shading menu  and take a look at slot 2 and then what we'll do   57 00:05:10,800 --> 00:05:16,080 is click the little 402 there since 402 objects  were using that material, now we have an exclusive   58 00:05:16,080 --> 00:05:20,960 one, so this is the only object using this now  and we'll just call this outline, for this just   59 00:05:20,960 --> 00:05:25,520 for simplicity let's just change our emission color  down to something pretty close to black and then   60 00:05:25,520 --> 00:05:29,920 now let's take another look at our rendered view,  now we can't see anything at the moment so what   61 00:05:29,920 --> 00:05:35,280 we'll do is we'll tell the Solidify modifier that  we're using our second material in the slot, so if   62 00:05:35,280 --> 00:05:40,400 we want to see in this view as well we can just  see that our outline is the second slot in our   63 00:05:40,400 --> 00:05:45,440 material list there, in code it usually starts  counting at zero, so this one's going to be zero   64 00:05:45,440 --> 00:05:49,600 this one's going to be one, so when we come back  over to our Solidify modifier we can set our   65 00:05:49,600 --> 00:05:55,920 materials to be one, which is the second material  our outline material in slot 2, but that doesn't   66 00:05:55,920 --> 00:06:00,160 look quite right, although at least we can see it  now, the other part of the puzzle is to simply flip   67 00:06:00,160 --> 00:06:05,680 the normals of the faces, the new faces that are  being created there, now by default a material   68 00:06:05,680 --> 00:06:10,160 won't have backface culling on and so we're going  to need to set that in our material, so if we just   69 00:06:10,160 --> 00:06:15,040 find our backface culling setting in the settings,  we're going to enable that and now we're starting   70 00:06:15,040 --> 00:06:19,040 to get something which looks a little bit more  like an outline, to get this to work properly we're   71 00:06:19,040 --> 00:06:23,840 going to want to apply any scale, so i'm going  to go Ctrl A and apply that scale we'll see a   72 00:06:23,840 --> 00:06:29,120 little adjustment there. and then it's just going  to be a matter of tweaking our thickness setting   73 00:06:29,120 --> 00:06:34,560 to get an outline thickness that we like, one other  thing that i just like to check is to tab into the   74 00:06:34,560 --> 00:06:39,040 object, select everything with A and then come back  over to the material and just check that all these   75 00:06:39,040 --> 00:06:44,080 faces have this material assigned so with that  selected i'm going to click assign that's looking   76 00:06:44,080 --> 00:06:48,800 pretty good for the most part, something else  that we need to check is our material direction   77 00:06:48,800 --> 00:06:53,840 so with this one i'm also going to set the back  face culling on and i saw something change in   78 00:06:53,840 --> 00:06:58,880 the viewport there, so i think that not all of our  faces are facing the correct way, so i'm going to   79 00:06:58,880 --> 00:07:04,640 tab into edit mode again, Alt N to bring up our  normals and we can recalculate outside or try   80 00:07:04,640 --> 00:07:09,200 recalculating inside which is not quite right  but that's pretty cool, so i'm going to go Alt   81 00:07:09,200 --> 00:07:14,800 N and just recalculate outside, so this method  isn't going to be perfect but as we can see it   82 00:07:14,800 --> 00:07:20,000 actually does get us a lot of the way there, whilst  talking about outlying, something that i wanted to   83 00:07:20,000 --> 00:07:24,640 insert here just because it seems like the most  logical place to put it, is that there's one last   84 00:07:24,640 --> 00:07:29,600 thing we can do to our outline material and it's  not really going to matter in this setup, because   85 00:07:29,600 --> 00:07:33,920 we're just using an emission shader, but if we  did want to change the setup so that we are using   86 00:07:33,920 --> 00:07:38,960 more lighting and not just emission like this  we're going to want to come down to our material   87 00:07:38,960 --> 00:07:44,320 settings and turn the shadow mode to none. as you  can see nothing happens in the view at the moment   88 00:07:44,320 --> 00:07:48,320 because we're not say using a diffuse texture  instead, basically we don't want the extra geometry   89 00:07:48,320 --> 00:07:53,520 that we're creating to use for our outline to be  considered when casting shadows on our objects, so   90 00:07:53,520 --> 00:07:58,320 that's one object done, we don't want to have to  do that to these other 400, one by one at least,   91 00:07:58,320 --> 00:08:03,760 so let's go Shift G and select all off type, so all  other geometry objects in other words and shift   92 00:08:03,760 --> 00:08:09,040 select this one just make sure this one that we've  already done is the correct active object and then   93 00:08:09,040 --> 00:08:14,800 if we head over to our preferences and take a look  at our add-ons and just make sure we have our copy   94 00:08:14,800 --> 00:08:21,440 attributes add-on enabled, that's going to enable  us to now go Ctrl C and copy a selected modifier   95 00:08:21,440 --> 00:08:26,720 because we don't want to select a mirror modifier  or anything like that and place that on objects   96 00:08:26,720 --> 00:08:31,520 that don't need that and it looks like it's only  giving us a subsurf option here, so i don't have   97 00:08:31,520 --> 00:08:37,280 the correct object selected actually, so let's try  that again plane.005 needs to be our active object   98 00:08:37,280 --> 00:08:44,080 Shift G type plane.005 is still our active object  so Ctrl C copy selected modifiers and then the   99 00:08:44,080 --> 00:08:49,280 solidify modifier and then click ok. so that's done  but we can see that we actually don't have much in   100 00:08:49,280 --> 00:08:54,560 the way of outlines and that's because we haven't  given it the material either, so Shift Alt and Z   101 00:08:54,560 --> 00:08:59,120 just to bring all the wireframes back again and  then go Ctrl L and then we're going to link the   102 00:08:59,120 --> 00:09:04,400 materials, with that done that's looking much  better, but i'm going to tab into edit mode again   103 00:09:04,400 --> 00:09:09,440 select everything with A and click assign, i'm also  going to go Alt N and we're going to recalculate   104 00:09:09,440 --> 00:09:14,880 outside, that's made some changes, i'm also going to  tab into object mode to apply the scale, but we'll   105 00:09:14,880 --> 00:09:18,800 find that we can't do that for instanced objects  but i'm fine with that as there's only a couple   106 00:09:18,800 --> 00:09:23,600 of objects standing out as issues at the moment,  so let's tackle those one by one, so i'm going to   107 00:09:23,600 --> 00:09:28,720 select this piece, go Ctrl A, apply the scale, but  we're still getting quite a lot of black on this   108 00:09:28,720 --> 00:09:32,720 let's come over to the modifier and just tweak  the thickness there until it looks about right   109 00:09:33,280 --> 00:09:37,840 occasionally you might have an object like this,  which if we turn off the solidify modifier can   110 00:09:37,840 --> 00:09:43,520 actually see through to the sky, so this isn't  an enclosed mesh like say a cube might be,   111 00:09:43,520 --> 00:09:49,440 so what i'm going to do is actually add another  Solidify modifier first, just to fix this, so this   112 00:09:49,440 --> 00:09:54,240 is our new solidify modifier, i'm just going to  click and drag it before our outlines and use   113 00:09:54,240 --> 00:09:59,920 the default settings and then if we re-enable uh  outline solidifier modifier we see it's looking   114 00:09:59,920 --> 00:10:05,600 a lot more like we might expect, so let's / on the numpad back out of there and we can see   115 00:10:05,600 --> 00:10:10,160 if we just take a more simpler background here,  let's just blur it quite a lot and go Shift   116 00:10:10,160 --> 00:10:14,960 Alt and Z just to get rid of any other little  helpers in the scene, we can see that this is way   117 00:10:14,960 --> 00:10:20,640 more readable now, might not be perfect and some  things might need its own individual tweaking to   118 00:10:20,640 --> 00:10:26,080 various different thicknesses, like maybe we want  to make the tentacles more prominent, we might want   119 00:10:26,080 --> 00:10:30,960 to increase our thicknesses, in fact if we select  two objects at once so i've shift selected these   120 00:10:30,960 --> 00:10:36,320 two tentacles on this side, we can hold down Alt  take it up to something we might like to try like   121 00:10:36,320 --> 00:10:42,800 0.5 or hold Alt while sliding and we'll be  able to affect both of them at the same time,   122 00:10:43,600 --> 00:10:48,000 so i think that's looking way more readable now  and we'll explore the topic of outlines a bit   123 00:10:48,000 --> 00:10:53,120 more in another chapter, before we move on from the  super simple shading though, let's not overlook one   124 00:10:53,120 --> 00:10:57,920 of the most simplest and performant options that  may in some situations be enough to get the point   125 00:10:57,920 --> 00:11:03,840 across, we switch over to the render engine section  and we can see we've got a workbench as an option,   126 00:11:03,840 --> 00:11:08,000 we can essentially get the workbench shading  options in our solid shading view, so i'm just   127 00:11:08,000 --> 00:11:12,720 going to switch that over there, and then click  on the arrow to show some pull down information   128 00:11:12,720 --> 00:11:17,600 and over in the lighting area we can switch that  to flat and thankfully because we have our outline   129 00:11:17,600 --> 00:11:22,480 enabled we even get some outlines in the mix, just  going to go ctrl space to go full screen on this   130 00:11:23,040 --> 00:11:28,080 now there is a section in the preferences  where we can find our themes and the 3d   131 00:11:28,080 --> 00:11:33,200 viewport and at the bottom of this we will find  a section to do with outline width, but that's   132 00:11:33,200 --> 00:11:38,960 referring to the outlines of the selected, so  if we just turn on our viewport overlays there   133 00:11:38,960 --> 00:11:43,040 it's referring to this orange outline here, so  there's only so much we can do with this method   134 00:11:43,040 --> 00:11:48,880 really and also it's not especially clean how we  would separate things, but if i just add in a cube   135 00:11:48,880 --> 00:11:53,440 here to just demonstrate something, let's scale  that up a little bit, rotate it around, we can see   136 00:11:53,440 --> 00:11:57,840 it's separated from the background there, this  plane that we've placed on the ground, but if i   137 00:11:57,840 --> 00:12:04,080 was to take this face here and press Y to separate  it and just move it off slightly and press Tab to   138 00:12:04,080 --> 00:12:08,000 get back into object mode, we can see there's  still no separation there what we'd simply   139 00:12:08,000 --> 00:12:12,480 need to do there is to press P to separate  it into a separate object and then we'd be   140 00:12:12,480 --> 00:12:17,200 able to see the separation and that's what  we can see here, the outlines are showing us   141 00:12:17,200 --> 00:12:22,480 that this for example is its own object, which we  can select, we don't need to just have white of   142 00:12:22,480 --> 00:12:28,160 course we can give each object its own colour, so  if we go Ctrl Space we can go over to the object   143 00:12:28,160 --> 00:12:32,880 settings and find our viewport display and there's  a color right there and now we can see that stands   144 00:12:32,880 --> 00:12:38,000 out so we can color things on a per object level  or we can give everything a random color and we   145 00:12:38,000 --> 00:12:43,360 have these other options of course, we also have  a vertex option, which is something i'm going to   146 00:12:43,360 --> 00:12:48,000 come back to in a moment and i'm also going to  press the Backspace on that color just to reset   147 00:12:48,000 --> 00:12:52,080 that back to default and just before we move  on from this section i'm just going to point   148 00:12:52,080 --> 00:12:56,960 out that there are shadows available, so we can  switch this on and the little cog icon is going  149 00:12:56,960 --> 00:13:01,920 to give us some extra settings there, we've got the  shadow focus at the bottom and the higher we crank   150 00:13:01,920 --> 00:13:07,680 that the cleaner the or the harsher the fall off  becomes, so it's just a flat line, this is much more   151 00:13:07,680 --> 00:13:13,840 typical of toon shading, we've also got the ability  to shift the shadow in a few places as well as   152 00:13:13,840 --> 00:13:18,080 left click and drag on this sphere that we  have to completely change the direction, so   153 00:13:18,080 --> 00:13:21,000 we can see in some cases this in of itself  could make some decent tune rendering. 21809

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