All language subtitles for A_24_Halftone

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,200 --> 00:00:07,680 We already looked at a toon shader, let's break  out the nodes again for a style that's more   2 00:00:07,680 --> 00:00:12,480 reminiscent of the real world printing techniques  such as a half tone pattern, or i guess we could   3 00:00:12,480 --> 00:00:18,000 call it some kind of digital stippling, where the  printed dots get larger to give the impression   4 00:00:18,000 --> 00:00:22,480 of a lighter shade or a darker shade depending  on the intended use, we'll get to all that. this   5 00:00:22,480 --> 00:00:28,640 is actually pretty easy to set up in Blender so  let's attack this cube and see what we can do   6 00:00:28,640 --> 00:00:32,640 so this material that we've got on it so far,  we don't need the Principled bsdf so i'm going   7 00:00:32,640 --> 00:00:37,120 to delete it and instead i'm going to start  with some texture coordinates, i'll use the uv   8 00:00:37,120 --> 00:00:43,760 coordinates of this cube and then let's plug that  into a Voronoi texture, so let's hook that up, Ctrl   9 00:00:43,760 --> 00:00:48,480 shift click this and then all the defaults are  completely fine although we'll turn the scaling   10 00:00:48,480 --> 00:00:54,640 right up, so we can see all our dots and right now  we can see how it looks very organic and randomly   11 00:00:54,640 --> 00:00:58,880 placed, hence the randomness value all the way up  to one, i'm just going to set that all the way down   12 00:00:58,880 --> 00:01:04,560 to zero and now we just get these little circular  black dots which gradiate out to the edges and   13 00:01:04,560 --> 00:01:09,600 meet the borders of their neighboring dots, but  that's basically what we want, from here we can   14 00:01:10,160 --> 00:01:16,640 invert this if we like, i'm gonna take a math node  to do that and all we need to do to invert it is   15 00:01:16,640 --> 00:01:22,080 subtract from one and now it's going from white  in the center to a darker value at the edges   16 00:01:22,080 --> 00:01:28,800 instead of the other way around, from here we can  create a map range node, which is basically so far   17 00:01:28,800 --> 00:01:34,800 these two are acting as a kind of color ramp, so  if we just add a color ramp here and plug this   18 00:01:34,800 --> 00:01:40,480 into here and Ctrl Shift click on this, we've now  inverted back to what we have, but if we just click   19 00:01:40,480 --> 00:01:45,200 on this little down chevron and click the flip  color ramp we are now doing the same as what   20 00:01:45,200 --> 00:01:50,880 we were doing with the subtract node and a map  range node, we can now say squeeze in take this   21 00:01:50,880 --> 00:01:58,080 to say around 0.5, let's try 0.9 and we can see  the circles that we're creating there, now we can   22 00:01:58,080 --> 00:02:03,680 generate basically exactly the same thing here as  well, so we could take that down to it'll be 0.1 in   23 00:02:03,680 --> 00:02:09,600 this case, i think, and then this one we could take  to 0.5 and i think that that should be equivalent   24 00:02:09,600 --> 00:02:14,480 to the color ramp, so you can see basically we don't  actually need the color ramp if we're using these   25 00:02:14,480 --> 00:02:18,320 two nodes, which you might say well what's the  point in using two nodes when we could just use   26 00:02:18,320 --> 00:02:22,560 one, now we're not going to take use of this at the  moment but i just want to stress this point early   27 00:02:22,560 --> 00:02:27,840 on which is the downside of using the color ramp  is that we can't plug things into these numbers   28 00:02:27,840 --> 00:02:32,960 to control them, whereas we can with these, so if we  were creating a group for example and we wanted to   29 00:02:32,960 --> 00:02:37,600 control aspects of our texture and it's going  to be way easier with things that we can plug   30 00:02:37,600 --> 00:02:43,840 into values. with that said there's not *really* much  more else to say because this is essentially done   31 00:02:43,840 --> 00:02:49,440 what we need now is something to drive the size  of these dots and now this is fairly simple to do   32 00:02:49,440 --> 00:02:54,880 because we can go Converter, Math node again, set  this to Greater Than and changing our threshold   33 00:02:54,880 --> 00:02:59,760 here is going to change the size of the dots. so  all we need to do is plug some texture into this   34 00:02:59,760 --> 00:03:06,000 threshold input and our half tone pattern should  be complete. let's try another texture to drive   35 00:03:06,000 --> 00:03:10,960 this, for example a gradient texture and i'll use  the generated coordinates, so let's take a look at   36 00:03:10,960 --> 00:03:15,840 that, so we can see from here along the x-axis  we're getting from black to white we plug that   37 00:03:15,840 --> 00:03:20,960 into the threshold and hook that up, we can see  our effect, now something else that i'd like to   38 00:03:20,960 --> 00:03:28,240 put in here is a simple mix rgb node and use this  as the factor and now we can set this from black   39 00:03:28,240 --> 00:03:34,160 to, let's say, any color in this instance now or  we could put even a colored image in there if we   40 00:03:34,160 --> 00:03:40,240 liked, something that's worth pointing out is of  course our linear texture is going from dark to   41 00:03:40,240 --> 00:03:45,840 bright, from left to right whereas our dots on the  other hand are kind of doing the opposite thing, so   42 00:03:45,840 --> 00:03:50,880 there's a couple of ways we could remedy that, we  could switch around the color swatches or another   43 00:03:50,880 --> 00:03:56,000 option actually is to set this to Less Than and  now we're kind of getting dark ink printed onto   44 00:03:56,000 --> 00:04:02,000 some light background, let's switch that back to  Greater Than though and also another option that   45 00:04:02,000 --> 00:04:07,920 we can do is invert this, although this isn't quite  the same effect, kind of get these interesting kind   46 00:04:07,920 --> 00:04:12,880 of diamonds, but you can still see the black dots  of course and then we can change how that looks   47 00:04:12,880 --> 00:04:17,840 with the Min and Max settings of our map range  but i'm going to unmute that with the M key again   48 00:04:17,840 --> 00:04:21,280 though and come back over to the map range because  there's something else we could do with this which   49 00:04:21,280 --> 00:04:28,320 is simply flip these around. so 0.9 and 0.5 and  then let's take a look back at our greater than   50 00:04:28,320 --> 00:04:33,840 node and actually switch this to a Less Than node  and now it appears that we're printing our light   51 00:04:33,840 --> 00:04:39,120 color onto the dark background. all right so that's  enough of the gradient idea let's test this out   52 00:04:39,120 --> 00:04:44,880 with something else, let's test this actually out  with some shading, so let's create a diffuse shader,   53 00:04:44,880 --> 00:04:50,320 let's break out our trusty converter shader to  rgb and let's take a look at that and then let's   54 00:04:50,320 --> 00:04:55,840 select our light and bring that right in and then  now let's hook that into the threshold instead   55 00:04:56,560 --> 00:05:01,920 and Ctrl Shift click on this node at the end,  so going full screen on this we can see if we   56 00:05:01,920 --> 00:05:06,480 select the light if we move this around it's  going to affect the size of those dots that   57 00:05:06,480 --> 00:05:11,760 we're printing which is looking pretty good, we can  sometimes offset the result of this with another   58 00:05:11,760 --> 00:05:17,920 math node so i can drop that in and essentially  slide this second value to shrink or grow that   59 00:05:17,920 --> 00:05:22,640 effect, i'm going to set this on zero though and  at least we have it let's go F2 and name that   60 00:05:22,640 --> 00:05:28,400 offset. one more way we can drive this is to jump  into texture painting, let's create a new texture   61 00:05:28,400 --> 00:05:33,680 and i'll call this paint me, click okay and then  let's switch this to a single image and we'll   62 00:05:33,680 --> 00:05:38,960 paint on that paint me. and then with this done we  can paint in the view there and get some little   63 00:05:38,960 --> 00:05:44,160 bit of bright spots anything really doesn't really  matter, just to test the idea let's head back to   64 00:05:44,160 --> 00:05:48,800 shading and let's plug this in, so i'm going to  left click and drag this paint me and Ctrl Shift   65 00:05:48,800 --> 00:05:53,680 click this and hook it up to the color and there  we can see this is now having the desired effect   66 00:05:53,680 --> 00:05:59,520 it's converted that texture into that kind of half  tone pattern, jump back into texture paint and then   67 00:05:59,520 --> 00:06:05,040 on here we should be able to just create a little  half tone happiness. again, here we can duplicate   68 00:06:05,040 --> 00:06:11,840 this offset node and put that in and just add a  very very tiny amount if we wanted to have these   69 00:06:11,840 --> 00:06:17,600 small little dots everywhere, otherwise we can mute  that or we could kind of create a similar effect   70 00:06:17,600 --> 00:06:22,160 as we did with our map range, let's duplicate that  and bring that down and then i'm going to set that   71 00:06:22,160 --> 00:06:29,760 from 0 to 1 so it is as it was before and  maybe we can shift quite how this effect looks, but   72 00:06:29,760 --> 00:06:34,640 again i'm actually happy with it by default, so  i'm going to mute those nodes. also something that   73 00:06:34,640 --> 00:06:40,080 we should probably do is clean up our node graph a  little bit, we don't need our gradient texture here   74 00:06:40,080 --> 00:06:46,240 anymore, let's bring these up to here, i'm going to  left click and drag across all of these, Shift P   75 00:06:46,240 --> 00:06:50,560 next to the Node Wrangler add-on we can put them  into a frame pretty easily like that and then   76 00:06:50,560 --> 00:06:58,480 F2 to name this our dots or halftone or  circles of stupendousness or however you please :) 77 00:06:58,480 --> 00:07:02,880 and then down here these are our different drivers  i guess you could say, so i'm going to left click   78 00:07:02,880 --> 00:07:08,960 and drag across all that Shift P then F2 and then  let's just call our drivers to drive the effect   79 00:07:08,960 --> 00:07:13,840 into here. i'm going to Shift and then right  click and drag across this noodle to create   80 00:07:13,840 --> 00:07:19,360 this extra reroute node, just make sure it's  definitely selected and then i'll press F2 to   81 00:07:19,360 --> 00:07:25,040 call this 'plug me in', Control and right click cross  that just to break that there and we'll come back   82 00:07:25,040 --> 00:07:27,640 to clean that up a little bit later if necessary  but let's now tackle our next rendering technique. 11702

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.