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We already looked at a toon shader, let's break
out the nodes again for a style that's more
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reminiscent of the real world printing techniques
such as a half tone pattern, or i guess we could
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call it some kind of digital stippling, where the
printed dots get larger to give the impression
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of a lighter shade or a darker shade depending
on the intended use, we'll get to all that. this
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is actually pretty easy to set up in Blender so
let's attack this cube and see what we can do
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so this material that we've got on it so far,
we don't need the Principled bsdf so i'm going
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to delete it and instead i'm going to start
with some texture coordinates, i'll use the uv
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coordinates of this cube and then let's plug that
into a Voronoi texture, so let's hook that up, Ctrl
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shift click this and then all the defaults are
completely fine although we'll turn the scaling
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right up, so we can see all our dots and right now
we can see how it looks very organic and randomly
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placed, hence the randomness value all the way up
to one, i'm just going to set that all the way down
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to zero and now we just get these little circular
black dots which gradiate out to the edges and
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meet the borders of their neighboring dots, but
that's basically what we want, from here we can
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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
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subtract from one and now it's going from white
in the center to a darker value at the edges
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instead of the other way around, from here we can
create a map range node, which is basically so far
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these two are acting as a kind of color ramp, so
if we just add a color ramp here and plug this
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into here and Ctrl Shift click on this, we've now
inverted back to what we have, but if we just click
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on this little down chevron and click the flip
color ramp we are now doing the same as what
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we were doing with the subtract node and a map
range node, we can now say squeeze in take this
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to say around 0.5, let's try 0.9 and we can see
the circles that we're creating there, now we can
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generate basically exactly the same thing here as
well, so we could take that down to it'll be 0.1 in
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this case, i think, and then this one we could take
to 0.5 and i think that that should be equivalent
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to the color ramp, so you can see basically we don't
actually need the color ramp if we're using these
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two nodes, which you might say well what's the
point in using two nodes when we could just use
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one, now we're not going to take use of this at the
moment but i just want to stress this point early
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on which is the downside of using the color ramp
is that we can't plug things into these numbers
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to control them, whereas we can with these, so if we
were creating a group for example and we wanted to
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control aspects of our texture and it's going
to be way easier with things that we can plug
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into values. with that said there's not *really* much
more else to say because this is essentially done
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what we need now is something to drive the size
of these dots and now this is fairly simple to do
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because we can go Converter, Math node again, set
this to Greater Than and changing our threshold
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here is going to change the size of the dots. so
all we need to do is plug some texture into this
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threshold input and our half tone pattern should
be complete. let's try another texture to drive
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this, for example a gradient texture and i'll use
the generated coordinates, so let's take a look at
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that, so we can see from here along the x-axis
we're getting from black to white we plug that
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into the threshold and hook that up, we can see
our effect, now something else that i'd like to
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put in here is a simple mix rgb node and use this
as the factor and now we can set this from black
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to, let's say, any color in this instance now or
we could put even a colored image in there if we
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liked, something that's worth pointing out is of
course our linear texture is going from dark to
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bright, from left to right whereas our dots on the
other hand are kind of doing the opposite thing, so
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there's a couple of ways we could remedy that, we
could switch around the color swatches or another
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option actually is to set this to Less Than and
now we're kind of getting dark ink printed onto
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some light background, let's switch that back to
Greater Than though and also another option that
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we can do is invert this, although this isn't quite
the same effect, kind of get these interesting kind
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of diamonds, but you can still see the black dots
of course and then we can change how that looks
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with the Min and Max settings of our map range
but i'm going to unmute that with the M key again
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though and come back over to the map range because
there's something else we could do with this which
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is simply flip these around. so 0.9 and 0.5 and
then let's take a look back at our greater than
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node and actually switch this to a Less Than node
and now it appears that we're printing our light
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color onto the dark background. all right so that's
enough of the gradient idea let's test this out
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with something else, let's test this actually out
with some shading, so let's create a diffuse shader,
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let's break out our trusty converter shader to
rgb and let's take a look at that and then let's
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select our light and bring that right in and then
now let's hook that into the threshold instead
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and Ctrl Shift click on this node at the end,
so going full screen on this we can see if we
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select the light if we move this around it's
going to affect the size of those dots that
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we're printing which is looking pretty good, we can
sometimes offset the result of this with another
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math node so i can drop that in and essentially
slide this second value to shrink or grow that
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effect, i'm going to set this on zero though and
at least we have it let's go F2 and name that
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offset. one more way we can drive this is to jump
into texture painting, let's create a new texture
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and i'll call this paint me, click okay and then
let's switch this to a single image and we'll
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paint on that paint me. and then with this done we
can paint in the view there and get some little
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bit of bright spots anything really doesn't really
matter, just to test the idea let's head back to
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shading and let's plug this in, so i'm going to
left click and drag this paint me and Ctrl Shift
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click this and hook it up to the color and there
we can see this is now having the desired effect
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it's converted that texture into that kind of half
tone pattern, jump back into texture paint and then
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on here we should be able to just create a little
half tone happiness. again, here we can duplicate
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this offset node and put that in and just add a
very very tiny amount if we wanted to have these
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small little dots everywhere, otherwise we can mute
that or we could kind of create a similar effect
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as we did with our map range, let's duplicate that
and bring that down and then i'm going to set that
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from 0 to 1 so it is as it was before and
maybe we can shift quite how this effect looks, but
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again i'm actually happy with it by default, so
i'm going to mute those nodes. also something that
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we should probably do is clean up our node graph a
little bit, we don't need our gradient texture here
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anymore, let's bring these up to here, i'm going to
left click and drag across all of these, Shift P
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next to the Node Wrangler add-on we can put them
into a frame pretty easily like that and then
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F2 to name this our dots or halftone or
circles of stupendousness or however you please :)
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and then down here these are our different drivers
i guess you could say, so i'm going to left click
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and drag across all that Shift P then F2 and then
let's just call our drivers to drive the effect
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into here. i'm going to Shift and then right
click and drag across this noodle to create
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this extra reroute node, just make sure it's
definitely selected and then i'll press F2 to
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call this 'plug me in', Control and right click cross
that just to break that there and we'll come back
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to clean that up a little bit later if necessary
but let's now tackle our next rendering technique.
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