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Hey hey! Gleb Alexandrov here :) welcome to yet
another tutorial from Creating Stylized 3d
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Art in Blender series. in this one we'll explore
various NPR techniques of Blender compositor
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to recreate this post-processing style of
Spider-verse, so keep watching to learn more
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about the stylized comic book printed look.
it's a pretty lengthy tutorial, so buckle up.
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so before moving on to the post processing
section of this tutorial, i want to walk you
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through this scene setup really quickly to show
how things were done in terms of shaders, lighting,
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some other intriguing things worth exploring. so
first of all it's Cycles with gpu compute, gpus are
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usually way faster than cpus for Cycles rendering
obviously. all the shaders and light sources where
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pre-setup in this scene (make sure to download it)
the only thing i will do is enable denoising and
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set Optix as the denoising algorithm then i'll
bring down the render samples to something like 10
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for a funky denoising effect. we have talked about
this effect in one of the previous tutorials from
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the course. i love the oil painting or watercolor
painting look that this effect gives you. okay...
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then we have an image-based background which is
a hack to add some extra NPR at no cost. you see,
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because we use an already stylized image as our
backdrop and the source of illumination, which is
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the city backdrop processed in Krita we're already
playing on the NPR field so to speak and the same
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image is used as the source of illumination for
the robo. the only difference between it in the
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background is that we have cranked up the emission
strength from 1 to 15 to add some extra power.
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so all the lighting that is hitting the robo comes
from this source rather than the backdrop itself.
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this separation is pretty useful to be able
to control the levels precisely. and if you are
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interested to learn more about how the background
image was created, i found one on Pixabay and then
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i just smudged it a little bit in Krita with the
help of the purple brushes that uses some smudging
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it doesn't take a lot of effort to do something
like that, it took me like five minutes, i think,
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to turn it into some hybrid between a photo and
a painting. it does read as a photo still, but with
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some painterly elements. okay we can disable
overlays over there, if they're getting in the
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way and the other important thing is that i have
broken the scene into a set of layers, the first
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one being the backdrop, the light sources are also
packed in this one, then the next layer is robo,
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we can turn it on and off, then we have floor, which
is a three-dimensional plane which reflects the
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backdrop and these things kind of blend together
and it creates the illusion of a seamless backdrop,
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i think. and that's pretty exciting by itself,
because that's how different planes of reality,
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two-dimensional three-dimensional, interact with
each other and the result is pretty gorgeous. what
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else? of course we could have used Eevee as our
render engine, especially with the screen space
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reflections it looks comparable to what Cycles
can give us... but still not quite. well, maybe with
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the addition of the Irradiance Volume that can be
found under the Shift A menu in the viewport Light
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Probe > Irradiance Volume it looks slightly closer
to the Cycle's awesomeness, but still not there.
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anyway if you wish to set it up using Eevee just
don't forget to bake indirect lighting and it will
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look pretty convincing i think. i would also crank
up the subsurface scattering samples in this case.
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so you can follow along this tutorial with either
the Cycles or the Eevee version, i would probably
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switch to Cycles though, i think it's slightly
more special. so i think it's time to move on
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into compositor and start working on the Spider-verse type of look that we can give this thing
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all right, the first thing that i will do
is set up render layers, so over there at
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the top of the user interface we can find
the layers menu. i'll name this layer All
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to signalize that we render all things on
this layer just for the sake of the preview
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let's uncheck Use for Rendering checkbox
because we won't use this one for rendering
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it's just a backup if we manage to screw
everything else. then i will create a new layer,
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let's call this one Background or Backdrop. this
one will contain the objects for the background.
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here we have a bunch of toggles, but not quite the
amount that we want to have. in order to organize
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it in a better way, i will enable these three which
is the Render toggle, the Holdout toggle and the Indirect toggle. of course we could have used the
Exclusion toggle to say remove the robot from the
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scene but the problem is... as soon as we remove the
robo, we remove its reflection and so on, so we'd
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better use this one instead which is Indirect
Only. if you press Shift while clicking on this
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icon it will also affect all the sub collections.
so right now it's very interesting, because we see
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the reflection without actually seeing the
robo. that's totally a wonderland situation
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that we are facing here. so we can also disable
the camera and irradiance layers, but that's
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not important at all, because they are invisible
anyway. next i will create a new one for the robo.
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and here comes the same issue, if we exclude
this collection from rendering, we will also
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exclude its reflections and shadows it casts
and so on, so we'd better use the Indirect button,
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don't forget to hold the Shift before pressing it,
otherwise thesub-collections won't be included.
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so the floor collection and the
background collection are now
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set to Indirect Only but the image is totally
black. while it may be fine in some cases, for
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compositing it's often more convenient to have
the transparent background, so we can compose
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these elements on top of one another. that really
makes sense for compositing. i will call this layer
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Robo because i forgot to do it beforehand, so now
we have the background layer and the robo layer
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and the layer that is called All that is just a
backup. so unlike the old layer all other layers
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have Use for Rendering checkbox turned on. a
minor detail yet very important to get it right
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after we have split it into layers or
collections it's time to compose them.
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but first i will open up the image editor in
this window and select Render Result here, because
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that's where i would like to see our composed
and rendered result. in order to use the image
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editor for previewing the render, we need to set
this preference within the Blender Preferences
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otherwise it will be shown in a separate window.
and this one is going to be the Compositor itself
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the biggest of our windows available. click on the
Use Nodes checkbox, otherwise it will be useless
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press N to toggle the right tool shelf then i'll
go ahead and render out what we have set up so
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first goes the background layer then
the robo layer and as a result we see...
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nothing. because here we have it set to All.
we can change it to something that has been
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rendered actually, like, robo. i will also disconnect
the composite node... to reconnect it back later on.
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i will use the viewer node instead for the sake
of previewing what we are doing. after doing this
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we can either enable the Backdrop Mode in the
compositor then place our backdrop somewhere on
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the right, but we risk obscuring it with the nodes
later on, but anyway the V shortcut scales it down
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Alt V scales it up, Ctrl Shift and clicking on the
node allows us to preview the node or rather one
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of the outputs, but anyway, i think i will resort
to this window that we have created earlier to
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preview what we are doing, so holding Ctrl Shift
and clicking on the node allows us to skim through
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its inputs to set them to preview. that's how we're
gonna be working in this tutorial, so we don't need
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the composite node just yet alright so i'm going
to select this render layer, Shift D and set the
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second one to Robo. now we just need to recompose
them back into the wholesome image. so i'm going
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to go Shift A, Color and select this node that
is called Alpha Over and now hook the background
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render layer into the first input Ctrl Shift to
preview it... and this one into the second input of
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the Alpha Over node. it won't hurt to enable the
Convert Pre-multiply checkbox it's the same in my
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opinion as setting the pre-multiply value to one.
so the beauty of this workflow of recombining the
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layers into one image is that we can still tweak
each layer individually, like for example we can
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make the background a little bit brighter with
the help of the rgb curves node or pretty much
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anything you can imagine that is related to
nodes, it all can work separately on each layer.
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so for now i will press X to delete this rgb
curves, i used it only to demo this thing, i
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will set this window back to Rendered
Result otherwise the render will start...
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rendering in some other window, it often happens
in Blender. so that's useful to know if you want
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to press F12 to render it out it will occupy some
other window if you don't set it to Rendered Result
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and then don't forget to switch it back
to Viewer node after it's rendered. it's
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a pretty clumsy way of working, setting it
back and forth to render result and then back
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to viewer node. i will show you a slightly more
convenient option, but that will be a bit later :)
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