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These are the user uploaded subtitles that are being translated: 1 00:00:03,200 --> 00:00:07,520 Probably destined to be the most ideal  non-photoreal shading option is a   2 00:00:07,520 --> 00:00:12,560 new render engine entirely and actually  there is one in development called MALT 3 00:00:12,560 --> 00:00:19,200 it sees it right here on the main page i've gone  to the Blendernpr.org website which is actually   4 00:00:19,200 --> 00:00:23,760 very cool, here's the home page there's loads of  really cool npr related things going on here well   5 00:00:23,760 --> 00:00:28,320 worth checking outm on the bare side of things  that'll take us to this page and we'll see it's   6 00:00:28,320 --> 00:00:33,840 a super flexible renderer to handle non-photoreal  and stylized rendering and there's much more to   7 00:00:33,840 --> 00:00:38,560 learn about it all here, the project is currently  looking for extra funding to fast track this into   8 00:00:38,560 --> 00:00:43,200 completion, there's a few ways to do this, it's  possible to support it through this main page   9 00:00:43,200 --> 00:00:49,200 there's actually a Patreon account for the npr  show right here and that will help for the show   10 00:00:49,200 --> 00:00:54,640 and the general BEER project, these guys are all  closely linked to that particular project, there's   11 00:00:54,640 --> 00:01:00,480 also a Patreon account for the main core developer  and actually the very cool thing is is that it's   12 00:01:00,480 --> 00:01:06,240 actually available to try right now. if we find our  way to this address we can download it right here   13 00:01:06,240 --> 00:01:09,840 we're currently sponsoring this as you can  see to help watch this along a little bit   14 00:01:09,840 --> 00:01:14,720 because i'm on a Windows system all i'm going  to need to do is to download the zip file which   15 00:01:14,720 --> 00:01:19,840 includes the MALT renderer which is this one so  this is an add-on and so that we've got something   16 00:01:19,840 --> 00:01:24,320 to play with once we enable that add-on, we're  going to need to download the shader examples   17 00:01:24,960 --> 00:01:30,080 probably an important additional thing to get  is actually another copy of Blender as well   18 00:01:30,080 --> 00:01:35,520 the latest official build, now to keep it separate  from your main Blender build that you might have   19 00:01:35,520 --> 00:01:41,280 on your machine i would recommend to go to this  link right here which allows us to get a portable   20 00:01:41,280 --> 00:01:45,760 Windows version right there and then we can place  that in a folder which is relevant to you and we   21 00:01:45,760 --> 00:01:49,280 can kind of keep it penned off from the rest  of Blender. but we'll talk more about that in   22 00:01:49,280 --> 00:01:54,480 just a second i've downloaded those three zips  to this location on my hard drive but you can   23 00:01:54,480 --> 00:01:59,440 put that anywhere you like, then all we need to  do is unzip the version of Blender 2.92 is the   24 00:01:59,440 --> 00:02:05,120 latest one as i record this, so i've unzipped that  to here and also i've unzipped the shader examples   25 00:02:05,840 --> 00:02:09,600 something that we need to do with the Blender  version though is that we need to come into   26 00:02:09,600 --> 00:02:14,160 where we see the numbered version of Blender that  we've got inside the folder that we've extracted   27 00:02:14,160 --> 00:02:18,320 and we need to manually create this config  folder which as you can see i've already   28 00:02:18,320 --> 00:02:22,320 done in this case, then we just need to step  back into the main folder and then launch   29 00:02:22,320 --> 00:02:28,960 the Blender.exe that we've unzipped. once we  open up Blender we want to come to our preferences   30 00:02:28,960 --> 00:02:34,480 which we can get to in the edit menu if we like or  hit F4 and find our preferences in that menu and   31 00:02:34,480 --> 00:02:38,880 then just come down to the add-ons tab and then  we're going to come over to the install area, click   32 00:02:38,880 --> 00:02:44,240 on that and navigate to where we have the Blender  MALT add-on on our hard drive and then just click   33 00:02:44,240 --> 00:02:48,800 install add-on. this might take actually a little  while, so you might need to be patient for about 30   34 00:02:48,800 --> 00:02:52,800 seconds or maybe even a minute, so just bear that  in mind this seems to take a little bit longer   35 00:02:52,800 --> 00:02:58,160 than the average add-on, i've actually already done  this though, so i can type in MALT into the search   36 00:02:58,160 --> 00:03:04,480 field and then enable it from here so with that  enabled we can now find in our render engine area   37 00:03:04,480 --> 00:03:10,800 we can see MALT as an option, Cycles by the way  is an add-on in exactly the same way, here we'll   38 00:03:10,800 --> 00:03:16,480 notice in the add-ons we can find Cycles right  here, so it makes sense that malt can be an add-on   39 00:03:16,480 --> 00:03:21,520 like that and then we can switch to it just like  we would Cycles here. with that a whole bunch of   40 00:03:21,520 --> 00:03:25,760 what would be irrelevant information has now  gone from our render tab and if we come over   41 00:03:25,760 --> 00:03:30,880 to our materials, we'll see all this area looks a  little bit different as well. instead of the cube   42 00:03:30,880 --> 00:03:35,440 i'm going to delete this and get something with  a little bit more interesting forms about it, so   43 00:03:35,440 --> 00:03:41,040 i've opened up the isometric scene from an earlier  part and i've just grabbed a few of these objects   44 00:03:41,040 --> 00:03:45,920 and just gone Ctrl C and i'm going to come over to  here and go Ctrl V. with that done we've got some   45 00:03:45,920 --> 00:03:50,720 more interesting geometry to play with now and  we have some materials that are already created   46 00:03:50,720 --> 00:03:54,960 i'm going to delete the outlines, because we won't  need that, so i'll just go through each of these   47 00:03:54,960 --> 00:03:59,840 objects and take the outlines away, this boolean  object we don't really need i'm going to delete   48 00:03:59,840 --> 00:04:05,280 it. this currently is solid shading mode so we  can press Z to bring ourselves into rendered mode   49 00:04:05,280 --> 00:04:11,280 and we'll see a big bright loud yellow telling  us that things are definitely not all correct   50 00:04:11,280 --> 00:04:16,560 really all that means is that we haven't indicated  which shader to use and this is where those shader   51 00:04:16,560 --> 00:04:21,280 examples come in that we used earlier, so we can  come over to the folder navigate to where we unzip   52 00:04:21,280 --> 00:04:26,880 those and we can play around with all of these,  the most basic one is this basic.mesh so we can   53 00:04:26,880 --> 00:04:31,920 select that and click accept and now things are  starting to look a little bit better. i'll also   54 00:04:31,920 --> 00:04:37,360 do something similar with this other object, this  base material, so i'll click on the shader examples,   55 00:04:37,360 --> 00:04:43,280 find where we have our shader examples and again  choose the basic mesh, then hit accept. now things   56 00:04:43,280 --> 00:04:48,240 are looking a lot better, but they're looking  almost exactly shadeless, so instead of yellow   57 00:04:48,240 --> 00:04:52,720 we've got this dark gray, but we'll see why that  is in a second if we bring our lamp a little bit   58 00:04:52,720 --> 00:04:57,440 closer we can see we're getting at least something  now, we're getting this diffuse color, the world is   59 00:04:57,440 --> 00:05:02,640 actually quite bright at the moment but i don't  think that actually affects the way things are   60 00:05:02,640 --> 00:05:08,000 rendered, our overall lighting is controlled just  with individual lamps, rather than incorporating   61 00:05:08,000 --> 00:05:12,240 world lighting like Eevee might do so we can  choose to treat this just like a background color   62 00:05:12,240 --> 00:05:17,200 that helps us work when thinking about shading to  believe for non-photoreal rendering we might want   63 00:05:17,200 --> 00:05:22,320 to come over to our color management and switch  this from Filmic to Standard, all of this stuff   64 00:05:22,320 --> 00:05:27,520 still works by the way so we can come in here  and choose different levels of contrast or even   65 00:05:27,520 --> 00:05:32,800 tweak it with our curves. as for the lamps we can  come over to our light settings and the sunlight   66 00:05:32,800 --> 00:05:39,360 will workm the spotlight will work if we rotate  it correctly double tap R, but the area light   67 00:05:39,360 --> 00:05:44,240 doesn't, hopefully that gets incorporated later  down in the development cycle, so let's switch this   68 00:05:44,240 --> 00:05:49,360 back to a sun for now so that we're getting even  lighting across and the distance from the lamp   69 00:05:49,360 --> 00:05:54,560 isn't factored in. you also might notice that  there's a shader option even here so we can   70 00:05:54,560 --> 00:06:00,800 click new and point it to the shader source and  we'll find there's a basic light option also and   71 00:06:00,800 --> 00:06:05,680 now there really isn't anything happening again, we  get that dark gray similar as we did before, but we   72 00:06:05,680 --> 00:06:11,440 can click on New here and i'm actually just going  to set this to say color grid and then click on ok   73 00:06:11,440 --> 00:06:16,560 and then now you'll see we can actually rotate  the color grid around and it treats it as a   74 00:06:16,560 --> 00:06:21,840 projected light texture. but for our purposes here  at the moment i'm going to remove this shader   75 00:06:21,840 --> 00:06:26,160 and just keep the simple default lighting  here. all right so let's take this one of   76 00:06:26,160 --> 00:06:30,400 these geometry objects in the scene and come back  over to the material tab in the properties window   77 00:06:30,400 --> 00:06:35,680 although this is only a very basic shader, we can  actually get a fairly toon looking thing going on   78 00:06:35,680 --> 00:06:40,880 quite quickly, so let's change our diffuse color  first of all let's make this a little bit more   79 00:06:40,880 --> 00:06:44,800 i'm going to push this into the green like all  this stuff is actually grass, something like that   80 00:06:44,800 --> 00:06:50,400 and then on the other one on the road let's  actually make this a water road aka a river   81 00:06:50,400 --> 00:06:55,360 of some kind or a stream. all right so that's cool  and then i'm going to come back to the main base   82 00:06:55,360 --> 00:07:01,920 so to get a kind of very simple toon shading right  out of this shader, this basic mesh shader, i'm just   83 00:07:01,920 --> 00:07:07,920 going to turn the roughness up to something like  2 or 3 and now with that we can rotate our   84 00:07:07,920 --> 00:07:12,960 sun around a little bit just to see how that is  affecting things. now basically what's happening   85 00:07:12,960 --> 00:07:18,000 here is it's adding the specular color on top  of the diffuse and the diffuse kind of on top   86 00:07:18,000 --> 00:07:22,400 of the ambient, so the ambient is going to be this  darkest area, so we could turn this down a little   87 00:07:22,400 --> 00:07:28,000 bit or we could brighten that up to crazy levels, i'm just going to take it quite dark and then for   88 00:07:28,000 --> 00:07:32,960 the specular color, i'm going to go Ctrl C and Ctrl  V, the same color and we see that's being added on   89 00:07:32,960 --> 00:07:38,560 top and now we can adjust this to taste or even  actually choose a completely different color   90 00:07:38,560 --> 00:07:43,040 but that might read a little strangely, so i'm just  going to keep it in the greens and then the darker   91 00:07:43,040 --> 00:07:47,760 we make this the less contrast we're going to get  from the original tone, so something like that will   92 00:07:47,760 --> 00:07:52,720 be fine, taking the roughness right back down  the other way should probably cause no surprise   93 00:07:52,720 --> 00:07:56,960 although to see that a little better let's sort of  take that right back up to white again, we can see   94 00:07:56,960 --> 00:08:03,760 those little flashes. all right, so that's the basic  mesh shader, but probably a better one for more   95 00:08:03,760 --> 00:08:10,480 toon related things would be the gradient mesh, so  if we accept this here we'll get a recognizable   96 00:08:10,480 --> 00:08:15,760 gradient for the diffuse and the specular and  if we set our interpolation from linear to   97 00:08:15,760 --> 00:08:21,040 constant and then create a different positions for  these various stops along that gradient we'll see   98 00:08:21,040 --> 00:08:26,480 we get very much that toon style we've become  accustomed to, so i can control click in here   99 00:08:26,480 --> 00:08:31,840 just to create an extra couple of stops, take this  up a little bit into the mid grays, actually let's   100 00:08:31,840 --> 00:08:37,280 grab this stop actually make this one in between  those two and this last one, let's put that about   101 00:08:37,280 --> 00:08:42,400 there and now it almost looks like a river going  through a canyon of some kind, almost, if we were to   102 00:08:42,400 --> 00:08:48,080 maybe enhance our scaling a little bit perhaps :)  another very cool toon shading option is the   103 00:08:48,640 --> 00:08:54,640 basic line mesh, so let's accept that and this  text was back to the familiar ambient diffuse   104 00:08:54,640 --> 00:09:00,720 and specular from before, but we've also got this  line setting so let's take this black line as we   105 00:09:00,720 --> 00:09:06,240 have at the moment and we'll change the line width  and as we do that, we'll notice that we've got two   106 00:09:06,240 --> 00:09:11,680 sets of lines, which can only mean one thing,  i've still left the solidify modifier on this,   107 00:09:11,680 --> 00:09:15,920 so i'm going to delete that and just go around  and delete it from the other objects as well and   108 00:09:15,920 --> 00:09:20,720 we didn't need that boolean anymore, same here, this  solidify modifier, we need though for the thickness   109 00:09:20,720 --> 00:09:25,680 of the river stream road, whatever we're calling it,  let's jump back to the material and here we have   110 00:09:25,680 --> 00:09:31,040 even more control over where we actually see our  lines, so we have this normal threshold, which as   111 00:09:31,040 --> 00:09:35,840 i'm sure you can tell already is giving us a  way more control over we could in conventional   112 00:09:35,840 --> 00:09:40,400 Eevee or Cycles settings, something else that's worth  pointing out in terms of the differences between   113 00:09:40,400 --> 00:09:46,880 this render engine and other render engines is  that if we were to be using the toon style shading   114 00:09:46,880 --> 00:09:51,840 but let's just quickly switch back to that and  click on the gradient mesh there it's preserved   115 00:09:51,840 --> 00:09:56,960 our various stops that we had along the way there  and if we select our lamp we can actually change   116 00:09:56,960 --> 00:10:02,240 the color of this and we can see our shader picks  that up and mixes this color in with our gradient   117 00:10:02,240 --> 00:10:07,840 which is not something very easily done within Eevee  or Cycles, certainly within Cycles since we don't have   118 00:10:07,840 --> 00:10:14,560 the Shader to Rgb node. here i've jumped into a  scene shared by Miguel, the core developer for MALT, 119 00:10:14,560 --> 00:10:19,200 and in addition to it being a really fun scene  something that i wanted to point out on this is   120 00:10:19,200 --> 00:10:24,640 pay attention to the eyes and the mouth and notice  how they appear to be on the surface from this   121 00:10:24,640 --> 00:10:29,840 angle, but if we go around the side a little bit  we can see they're actually embedded inside the   122 00:10:29,840 --> 00:10:35,040 model, so if we switch into wireframe and switch  on the X-ray mode that can be toggled with Alt   123 00:10:35,040 --> 00:10:41,200 Z or we can find it up here, we have our X-ray now,  we can see that there's a couple of objects placed   124 00:10:41,200 --> 00:10:47,520 inside, switching back to rendered view, is a simple  matter of switching the depth offset slider option   125 00:10:47,520 --> 00:10:52,960 that we have here thanks to this eyes.mesh shader  that we've got here, both the eyes and the mouth   126 00:10:52,960 --> 00:10:58,400 are using this type of shader, so this is another  very cool benefit of using this render engine,   127 00:10:58,400 --> 00:11:03,440 especially once a lot of this interface also gets  cleaned up, remember this is a constant work in   128 00:11:03,440 --> 00:11:08,640 progress and this is where we're at so far, even  in this unfinished state it's pretty cool to play   129 00:11:08,640 --> 00:11:12,960 with, now it's possible to do something like this  in the current Blender and that's where i'll jump   130 00:11:12,960 --> 00:11:18,080 over to Luca's blend file to show something super  cool that he's been doing with nodes in this scene   131 00:11:18,080 --> 00:11:22,720 so we can see here i am in Eevee and basically  what we're looking to do is create a parallax   132 00:11:22,720 --> 00:11:27,520 effect, so we can see that this plane that  we have here looks kind of like a window   133 00:11:27,520 --> 00:11:32,800 and this is pretty accurate stuff because if we  create a new plane and then press G, Z and then   134 00:11:32,800 --> 00:11:38,560 -1 to place exactly one Blender unit,  below one meter then we'll see that things line   135 00:11:38,560 --> 00:11:43,760 up perfectly so if we see this area right here  it kind of joins with this plane perfectly and   136 00:11:43,760 --> 00:11:48,720 the depth can be controlled here with this simple  value so the further we push this, so if we take   137 00:11:48,720 --> 00:11:54,800 this to one and we take this another unit down  so G Z -1 again then we'll see it should   138 00:11:54,800 --> 00:12:00,640 all line up again, but it's even deeper now. Luca  has put together another little example with this   139 00:12:00,640 --> 00:12:05,600 cylindrical head here, so there's a few more nodes  with this version, because we're creating some eyes   140 00:12:05,600 --> 00:12:11,440 and a mouth, but if we go full screen on this we'll  notice that it appears like the eyes are kind of   141 00:12:11,440 --> 00:12:16,160 following us there, this is a great example of  this, because it really does look like there's   142 00:12:16,160 --> 00:12:21,040 some geometry inside here, but it's all just  completely done on the surface and it's all   143 00:12:21,040 --> 00:12:26,560 in shading nodes, even the teeth have that kind  of parallax going on, Luca is absolutely brilliant   144 00:12:26,560 --> 00:12:31,840 at this kind of stuff and that's why we've teamed  up with Luca to generate an entire course on cool   145 00:12:31,840 --> 00:12:37,200 nodal manipulation, so if you want to get a massive  boost to your nodal texturing awareness in Blender   146 00:12:37,200 --> 00:12:42,240 we would highly advise you to walk along the  brick road of no discovery as it were with Luca   147 00:12:42,240 --> 00:12:47,120 it's quite the rabbit hole to go down,  but highly empowering nonetheless.   148 00:12:47,120 --> 00:12:51,520 this .blend file right here by the way should be  available for you in the project files for this   149 00:12:51,520 --> 00:12:57,720 Stylized Art in Blender course should you want to  have a look or incorporate it into your own scenes. 21158

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