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Probably destined to be the most ideal
non-photoreal shading option is a
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new render engine entirely and actually
there is one in development called MALT
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it sees it right here on the main page i've gone
to the Blendernpr.org website which is actually
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very cool, here's the home page there's loads of
really cool npr related things going on here well
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worth checking outm on the bare side of things
that'll take us to this page and we'll see it's
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a super flexible renderer to handle non-photoreal
and stylized rendering and there's much more to
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learn about it all here, the project is currently
looking for extra funding to fast track this into
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completion, there's a few ways to do this, it's
possible to support it through this main page
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there's actually a Patreon account for the npr
show right here and that will help for the show
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and the general BEER project, these guys are all
closely linked to that particular project, there's
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also a Patreon account for the main core developer
and actually the very cool thing is is that it's
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actually available to try right now. if we find our
way to this address we can download it right here
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we're currently sponsoring this as you can
see to help watch this along a little bit
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because i'm on a Windows system all i'm going
to need to do is to download the zip file which
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includes the MALT renderer which is this one so
this is an add-on and so that we've got something
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to play with once we enable that add-on, we're
going to need to download the shader examples
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probably an important additional thing to get
is actually another copy of Blender as well
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the latest official build, now to keep it separate
from your main Blender build that you might have
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on your machine i would recommend to go to this
link right here which allows us to get a portable
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Windows version right there and then we can place
that in a folder which is relevant to you and we
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can kind of keep it penned off from the rest
of Blender. but we'll talk more about that in
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just a second i've downloaded those three zips
to this location on my hard drive but you can
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put that anywhere you like, then all we need to
do is unzip the version of Blender 2.92 is the
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latest one as i record this, so i've unzipped that
to here and also i've unzipped the shader examples
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something that we need to do with the Blender
version though is that we need to come into
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where we see the numbered version of Blender that
we've got inside the folder that we've extracted
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and we need to manually create this config
folder which as you can see i've already
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done in this case, then we just need to step
back into the main folder and then launch
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the Blender.exe that we've unzipped. once we
open up Blender we want to come to our preferences
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which we can get to in the edit menu if we like or
hit F4 and find our preferences in that menu and
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then just come down to the add-ons tab and then
we're going to come over to the install area, click
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on that and navigate to where we have the Blender
MALT add-on on our hard drive and then just click
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install add-on. this might take actually a little
while, so you might need to be patient for about 30
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seconds or maybe even a minute, so just bear that
in mind this seems to take a little bit longer
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than the average add-on, i've actually already done
this though, so i can type in MALT into the search
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field and then enable it from here so with that
enabled we can now find in our render engine area
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we can see MALT as an option, Cycles by the way
is an add-on in exactly the same way, here we'll
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notice in the add-ons we can find Cycles right
here, so it makes sense that malt can be an add-on
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like that and then we can switch to it just like
we would Cycles here. with that a whole bunch of
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what would be irrelevant information has now
gone from our render tab and if we come over
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to our materials, we'll see all this area looks a
little bit different as well. instead of the cube
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i'm going to delete this and get something with
a little bit more interesting forms about it, so
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i've opened up the isometric scene from an earlier
part and i've just grabbed a few of these objects
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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
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more interesting geometry to play with now and
we have some materials that are already created
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i'm going to delete the outlines, because we won't
need that, so i'll just go through each of these
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objects and take the outlines away, this boolean
object we don't really need i'm going to delete
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it. this currently is solid shading mode so we
can press Z to bring ourselves into rendered mode
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and we'll see a big bright loud yellow telling
us that things are definitely not all correct
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really all that means is that we haven't indicated
which shader to use and this is where those shader
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examples come in that we used earlier, so we can
come over to the folder navigate to where we unzip
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those and we can play around with all of these,
the most basic one is this basic.mesh so we can
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select that and click accept and now things are
starting to look a little bit better. i'll also
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do something similar with this other object, this
base material, so i'll click on the shader examples,
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find where we have our shader examples and again
choose the basic mesh, then hit accept. now things
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are looking a lot better, but they're looking
almost exactly shadeless, so instead of yellow
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we've got this dark gray, but we'll see why that
is in a second if we bring our lamp a little bit
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closer we can see we're getting at least something
now, we're getting this diffuse color, the world is
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actually quite bright at the moment but i don't
think that actually affects the way things are
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rendered, our overall lighting is controlled just
with individual lamps, rather than incorporating
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world lighting like Eevee might do so we can
choose to treat this just like a background color
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that helps us work when thinking about shading to
believe for non-photoreal rendering we might want
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to come over to our color management and switch
this from Filmic to Standard, all of this stuff
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still works by the way so we can come in here
and choose different levels of contrast or even
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tweak it with our curves. as for the lamps we can
come over to our light settings and the sunlight
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will workm the spotlight will work if we rotate
it correctly double tap R, but the area light
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doesn't, hopefully that gets incorporated later
down in the development cycle, so let's switch this
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back to a sun for now so that we're getting even
lighting across and the distance from the lamp
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isn't factored in. you also might notice that
there's a shader option even here so we can
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click new and point it to the shader source and
we'll find there's a basic light option also and
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now there really isn't anything happening again, we
get that dark gray similar as we did before, but we
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can click on New here and i'm actually just going
to set this to say color grid and then click on ok
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and then now you'll see we can actually rotate
the color grid around and it treats it as a
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projected light texture. but for our purposes here
at the moment i'm going to remove this shader
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and just keep the simple default lighting
here. all right so let's take this one of
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these geometry objects in the scene and come back
over to the material tab in the properties window
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although this is only a very basic shader, we can
actually get a fairly toon looking thing going on
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quite quickly, so let's change our diffuse color
first of all let's make this a little bit more
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i'm going to push this into the green like all
this stuff is actually grass, something like that
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and then on the other one on the road let's
actually make this a water road aka a river
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of some kind or a stream. all right so that's cool
and then i'm going to come back to the main base
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so to get a kind of very simple toon shading right
out of this shader, this basic mesh shader, i'm just
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going to turn the roughness up to something like
2 or 3 and now with that we can rotate our
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sun around a little bit just to see how that is
affecting things. now basically what's happening
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here is it's adding the specular color on top
of the diffuse and the diffuse kind of on top
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of the ambient, so the ambient is going to be this
darkest area, so we could turn this down a little
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bit or we could brighten that up to crazy levels,
i'm just going to take it quite dark and then for
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the specular color, i'm going to go Ctrl C and Ctrl
V, the same color and we see that's being added on
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top and now we can adjust this to taste or even
actually choose a completely different color
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but that might read a little strangely, so i'm just
going to keep it in the greens and then the darker
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we make this the less contrast we're going to get
from the original tone, so something like that will
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be fine, taking the roughness right back down
the other way should probably cause no surprise
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although to see that a little better let's sort of
take that right back up to white again, we can see
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those little flashes. all right, so that's the basic
mesh shader, but probably a better one for more
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toon related things would be the gradient mesh, so
if we accept this here we'll get a recognizable
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gradient for the diffuse and the specular and
if we set our interpolation from linear to
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constant and then create a different positions for
these various stops along that gradient we'll see
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we get very much that toon style we've become
accustomed to, so i can control click in here
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just to create an extra couple of stops, take this
up a little bit into the mid grays, actually let's
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grab this stop actually make this one in between
those two and this last one, let's put that about
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there and now it almost looks like a river going
through a canyon of some kind, almost, if we were to
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maybe enhance our scaling a little bit perhaps :)
another very cool toon shading option is the
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basic line mesh, so let's accept that and this
text was back to the familiar ambient diffuse
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and specular from before, but we've also got this
line setting so let's take this black line as we
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have at the moment and we'll change the line width
and as we do that, we'll notice that we've got two
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sets of lines, which can only mean one thing,
i've still left the solidify modifier on this,
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so i'm going to delete that and just go around
and delete it from the other objects as well and
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we didn't need that boolean anymore, same here, this
solidify modifier, we need though for the thickness
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of the river stream road, whatever we're calling it,
let's jump back to the material and here we have
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even more control over where we actually see our
lines, so we have this normal threshold, which as
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i'm sure you can tell already is giving us a
way more control over we could in conventional
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Eevee or Cycles settings, something else that's worth
pointing out in terms of the differences between
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this render engine and other render engines is
that if we were to be using the toon style shading
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but let's just quickly switch back to that and
click on the gradient mesh there it's preserved
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our various stops that we had along the way there
and if we select our lamp we can actually change
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the color of this and we can see our shader picks
that up and mixes this color in with our gradient
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which is not something very easily done within Eevee
or Cycles, certainly within Cycles since we don't have
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the Shader to Rgb node. here i've jumped into a
scene shared by Miguel, the core developer for MALT,
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and in addition to it being a really fun scene
something that i wanted to point out on this is
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pay attention to the eyes and the mouth and notice
how they appear to be on the surface from this
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angle, but if we go around the side a little bit
we can see they're actually embedded inside the
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model, so if we switch into wireframe and switch
on the X-ray mode that can be toggled with Alt
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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
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inside, switching back to rendered view, is a simple
matter of switching the depth offset slider option
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that we have here thanks to this eyes.mesh shader
that we've got here, both the eyes and the mouth
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are using this type of shader, so this is another
very cool benefit of using this render engine,
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especially once a lot of this interface also gets
cleaned up, remember this is a constant work in
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progress and this is where we're at so far, even
in this unfinished state it's pretty cool to play
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with, now it's possible to do something like this
in the current Blender and that's where i'll jump
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over to Luca's blend file to show something super
cool that he's been doing with nodes in this scene
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so we can see here i am in Eevee and basically
what we're looking to do is create a parallax
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effect, so we can see that this plane that
we have here looks kind of like a window
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and this is pretty accurate stuff because if we
create a new plane and then press G, Z and then
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-1 to place exactly one Blender unit,
below one meter then we'll see that things line
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up perfectly so if we see this area right here
it kind of joins with this plane perfectly and
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the depth can be controlled here with this simple
value so the further we push this, so if we take
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this to one and we take this another unit down
so G Z -1 again then we'll see it should
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all line up again, but it's even deeper now. Luca
has put together another little example with this
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cylindrical head here, so there's a few more nodes
with this version, because we're creating some eyes
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and a mouth, but if we go full screen on this we'll
notice that it appears like the eyes are kind of
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following us there, this is a great example of
this, because it really does look like there's
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some geometry inside here, but it's all just
completely done on the surface and it's all
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in shading nodes, even the teeth have that kind
of parallax going on, Luca is absolutely brilliant
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at this kind of stuff and that's why we've teamed
up with Luca to generate an entire course on cool
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nodal manipulation, so if you want to get a massive
boost to your nodal texturing awareness in Blender
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we would highly advise you to walk along the
brick road of no discovery as it were with Luca
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it's quite the rabbit hole to go down,
but highly empowering nonetheless.
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this .blend file right here by the way should be
available for you in the project files for this
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Stylized Art in Blender course should you want to
have a look or incorporate it into your own scenes.
21158
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