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Hello everyone.
In this lesson, I'll show you how to set up
our pixel art compositor to give our index that pixel art look.
So to begin with, let's click on this cube we credit in the previous lesson,
press X to delete and then click Delete.
Now let's create a little taste seen over here to make it a bit
easier to see what we're actually doing in the compositing section.
So let's press Shift a to add and then add a mesh and select UV sphere.
And let's press S to scale. And in type 1.6.
And press Enter.
And let's press G to grab and z to move it on the z axis.
And then just move that up to the top of our frame.
And we're doing all of this in the camera view.
So if you're not in camera view,
remember you can just press numpad 0 to go back into camera view.
And now let's create a plane for our sphere to stand on.
And to do that, Let's press Shift a again,
go to Mesh and select plane.
Now we can press S to scale again,
and the N-type silicon to make it seven times bigger and press Enter.
Now let's go into front view quickly with numpad 1.
Just so that we can see what we're doing. Zoom in a little bit.
Press G to grab Z,
to move it on the z-axis.
And then just move that to just below the sphere like that.
And click to apply. And let's go back into camera view with NumPy at 0,
and then click on the sphere,
and then right-click and select Shade Smooth.
They regard.
As you can see, we still have a default white materials applied to our objects.
So with our sphere selected,
let's go to the material properties.
And then instead of clicking new,
let's click on this little drop-down and select
that taste wood material that we made in a previous lesson.
And for the testing purposes,
let's just turn the roughness up all the way to one,
just to make that a little bit less reflective
so that we can get a more accurate idea of what we're actually doing.
And let's click on the plane.
And let's create a new material for a plane. So let's click New.
And then under base color,
let's click on this white color and then change it to a green color.
And I played around with a few sittings.
And I found these work well.
So click on hue and make that 0.3.
For the saturation, we're going to make that 0.7.
And for the value, you're going to make that 0.085 and press Enter.
So now we have a nice dark green color for our plane.
We just turn the roughness up to one as well, goo.
And now we can go to our compositing section.
So let's click on the compositing tab at the top over here.
You'll see it says compositing.
So let's click on that and then click on Use nodes.
And it should add these two nodes for you automatically.
If you're not seeing them, let me just delete them quickly.
If you're not seeing them, you can easily just add them in.
Just make sure Use nodes is enabled.
And then press Shift a to add.
And then under input,
select render layers and click and click into place that down.
Then press Shift a again to add in G2 output and select composite.
And left-click to place that down.
Now we can just connect the image pin,
click and drag and plug that into the image Ben, for our composite.
Cool.
And what this does now is when we press if 12 to render, let's press F2.
And it shows us our rendered image over here.
What's actually happening is Blender renders
the image through the camera and our 3D scene.
That image gets sent to the render layers node.
And then from image, it gets passed on to the composite node.
And this composite node is actually what we're seeing.
We increase F2.
So if we disconnected that and it prints if 12,
we now only see a black image because we are only seeing the default value,
which is just a black color.
So we can just plug that back in and press F2 Alpha again.
And now we see our image again.
And the cool thing about this is we can move part of it.
And now we can add a whole bunch of extra nodes and processing
in-between these so that we can take the original rendered image,
make some changes to it,
and then pass it on to the composite node.
So to be able to see what we're doing is add a viewer node to this workspace.
And to do that, we can simply hold down control and
shift and then left-click on our render layers node.
See it added the viewer node.
And that's because we have Node Wrangler enabled,
like I showed in the first lesson.
So now we have this viewer node.
And this little image shows us what the viewer node is seeing basically,
now with the viewer node selected,
we can click and drag and make this larger and smaller and move that around.
But for pixel art, we want to make that a precise integer value.
In other words, we want to scale it exactly two or three or four times, et cetera.
And if you adjusted, drag it like this,
you see we get that weird pixel flickering and some strange pixel artifacts.
And we won't be able to see the exact image that we are getting.
So to make that an exact value is press in on our keyboard to bring up the side menu.
And under View you see we can sit the zoom value.
So let's just make that F4 and press Enter.
And now we have a nice integers scaled value,
and each pixel will be displayed as exactly four by four pixels on the screen.
Is pressed in again to close that menu.
And we can click and then drag and place that in the top right corner for us,
which is movies, another way of it.
And now we can use the middle mouse button to move our workspace around.
And as you can see, that preview image is staying in the top right the whole time,
no matter how we zoom or move around in our workspace.
Cool.
Now the first thing we can do is change the shading of
our object so that we don't have a nice smooth shading going from light to dark.
And that'll help us give it more of a 2D drone look.
And to do that, Let's press Shift a on our keyboard to add.
And instead of going through all these sections
and looking for the specific nodes that we want,
we can simply click on Search and then type ramp.
So we're looking for a color ramp and you can see color ramps and it's
click on Color Ramp and then drop that on that line,
going to the composite node and left-click to apply Qu.
And that is see what this color ramp is doing.
We can hold down Control and Shift and left-click on it.
And you can actually see a preview of what it's doing.
And I can see it's basically just giving us a black and white version of our image.
And if we were to click and drag these little points around,
we can adjust what that image looks like as you can see.
So let's move those back to the edges
and zoom in a bit so that we can see what we're doing.
Now we want to add some more points in between these.
And to do that, you can simply hold down control and left-click.
Leg lift.
So let's add three more points in between those first two points.
And that'll give us a total of five points on this gradient.
I've played around with these and gotten a few values that I found that work well.
So you can use these or just using as a starting point to create your own as well.
So to change a value,
let's click on this little triangle above the first box.
And we can click on this large black box to change the color.
Just move this up a little bit.
And we want to brighten this up just a little bit so it's not completely black.
So let's change the value.
So click on that and n-type zero-point 000 and press Enter.
Cool. Now let's click on our second.
Click on its color and give that a value of 0.012 and press Enter.
And the third one,
Let's give that a value of 0.22 and press enter to kinda fourth, click on the color.
And for this value we're going to make it 0.6 and press Enter.
And then our brightest value can stay white.
And that's already set to one.
And now we can reposition these nodes a bit.
So the first one can stay right there where it is.
The second one, if we click and drag and move this around,
you'll see this position changes as well.
And we can also click on this position and move that around.
We can click on this box once and then enter an exact position.
So for the second it's at 0.27 and press Enter for the next one.
Click over here and type 0.34 and press Enter,
and then click on the next one.
Click on the position and type 0.44 and press Enter,
and then click on the last one and click on position and set that to 0,
54 and press Enter.
And I can see our image got a lot darker when we did this to,
to brighten up the whole thing.
We can either move all of these nodes around.
But an easier way to do that is simply add a multiply node in front of this node.
So let's just zoom out a tiny little bit with our mouse wheel.
Then press to add and then click Search and type math.
While our functions like add and subtract and multiply,
you can find those in the math node.
So let's click on the Math node and then drop that onto that line.
And it'll hook it up automatically.
Now you can see it's set to add at the moment.
Let's click on that and select Multiply.
And it's changed that to a value of four.
And I can see we're starting to get some detail back in our image.
Let's zoom in again and this color ramp.
And you can see we still have a smooth gradient in-between these points,
even though there are much closer together now.
And to change those into definite steps,
we can simply click on this drop-down, which is linear.
So click on that and select constant.
And as you can see now we have definite steps between the different brightness values.
And also with the shadow on our object of a day.
You can see we have nicely defined steps going from bright to dark.
And that'll help give us the exact look that we're looking for.
So now let's zoom out and now we only have
a black and white image coming from this color ramp.
So what we need to do is take the original color image and then
mix that back in with our color ramp that before we mix those together,
Let's just make some adjustments to our original image.
And to do that, we're going to add a curves node.
So we can press Shift a again and then click on Search,
and then type curves.
And select RGB curves and drop that down. Cool.
And now we can connect the image pen from
our render layers into the image pin of our RGB curves.
So you can just click and drag and plug that in.
And now to see what this node is doing,
we can hold down Control and Shift and left-click.
And they can see our color image again.
Now at this node does, is it takes an input image and impulses it through this curve.
And as we make adjustments to this curve,
we can make adjustments to the intensity of the dark and the light parts.
Let me show you if you click and drag on this curve, we drag that up.
You can see our whole image gets brighter.
If you drag that down,
the whole image gets darker.
So again, to add some points on this curve.
And with that point selected,
we can simply type in the x and y values over here.
And again, these are values that I've tasted and
found that they work well for our purposes.
So click on the X and make that 0.1,
and then click on Y and make that 0.1 as well.
And I can see it's not making any changes to our curve yet,
but that will just keep that point in place as we make more changes to this curve.
So let's click to add another point.
And with that point selected, we can click on X.
And let's set that to 0.45.
Then click on y and set that to 0.85 and press Enter.
And I can see our image just looks a bit more vibrant.
And let's say we wanted to see what difference this node was making.
We can simply click on it to selected,
and then we can move to this node by pressing M on our keyboard.
So if you press M, You see it as a red line through the node.
And now it no longer affects our image.
So that is what the raw rendered image looks like.
And you press him again to unmute.
That is what this node is doing.
So it makes it a bit more vibrant and make the colors pop out a bit more goo.
And how we can mix these two together.
And to do that, we're going to use a mixed node.
So we can press, Shift a again,
click on Search and type mix,
and then select the mixed nerve and drop that on this line.
And allocator RGB curves up to the top image input.
And then we can click and drag from this color ramp and plug that into the bottom image,
input image you can see it's only showing us the shading again.
And that's because our blending mode is set to mix.
And what that does is it mixes between these
two depending on the factor that we sit over here.
Surface all the way to 0, we'll only see the first image.
And if it's all the way to one,
will only see the second image.
But we can change this blending mode.
And that'll change how blender mixes between these two images.
So let's click on this drop-down.
And for our purposes, let's select Soft Light.
And now as you can see, as we turn that down,
we go from the original image.
And then it adds that shading back into our image,
but we still keep the colors and everything.
So it's turned us down to 0.75 for now.
And press Enter and then mix add a use saturation value node after this.
So press Shift a again,
click on Search and type hue and insulate, use saturation value.
So we click and then drop that on the line by clicking again.
And that'll hook it up automatically.
Now the hue we can leave it as is or else
we're going to change the colors. As you can see.
Let's undo that saturation.
We can turn up to 1.15.
And that will make the colors come out a bit more.
And the value we can turn up to 1.85 and press into h2 and we are almost day.
The last thing we want to do is add a pattern to the darker areas of our image.
And with the resources for this class,
I've included a delay pattern image that you can download and use for this.
So to add that to our compositor,
we can press Shift a again,
then click on Search and n-type image, and then select image.
And click to place it down.
Let's zoom in on that a bit.
And we can click on the Open button and then just go
to where you downloaded the delta image for this one,
I'm going to use the 128 by 128 dither.
Let's click Open.
And if you want to view what that looks like,
we can hold down control and shift and click on the node.
So that's basically what we have,
just a black and white chicken Devitt pattern.
Let's zoom out Tibet.
Back, make some space.
We're going to add another mixed node after the US saturation value node.
So to do that, press Shift a again,
click on Search and type mix.
Let's just disconnect this for now and then connect the US saturation value to
the first image and connect our data image to the second image input.
And now sit that to multiply.
And as you can see, that's applying the digit image to our entire image now.
So we need to somehow tell this mixed node where to place.
This did a pattern and way not to place it.
And for that we're going to need the ambient occlusion of our Render.
And to get that, we need to make some changes to our view layer properties.
So we can go to this stack of images.
And if you hover over that, it says View layer properties.
So click on that. And then you'll see parses and underpasses is I liked section.
And at the bottom of the light section you'll see ambient occlusion.
So let's click to enable that.
And you can see it added an AO pen to our render layers node and see what
that's actually doing is hold down Control and
Shift and then click on that pen to preview that pen.
And now we have nothing way.
And that's because we just need to update our render.
So press if 12 to render.
And now you can see it's showing our ambient occlusion over there.
And as you can see, what ambient occlusion does is it
darkens the ambient light as objects get closer together.
So we can use this now to tell blender way to add this dither pattern.
So it's just hold Control and Shift and click on this last node again.
So we can see our image.
And now to give us a more control over the ambient occlusion,
let's add in another color ramp node like this one that we had here.
So we can press, Shift a,
click on Search and type ramp,
and then select Color Ramp.
And it's placed that right above the other colorRamp.
And after that input,
we're going to click and drag from
our ambient occlusion pen and plug that into the factor.
And then from this image,
we're going to click and drag and drop that into the factor of our Multiply node.
And I can see it's starting to do something.
But you may have noticed that it's the wrong way around.
In other words, the darker parts are not getting
the dividend pattern and the brighter parts are getting the divot pattern.
So to switch that around,
we can easily just click and drag on these pins.
Move this one to the left,
and then click and drag and move this one all the way to the right.
So now I flip them around.
And as you can see, it's starting to add the date
the patent only in the darker areas now.
So let's move this one alphabet is change it from completely white.
Let's click on this and give that a value of 0.8 and press Enter.
And that'll just make the effect a little bit more subtle.
And we're going to sit the position of my pens,
the bright one, I'm going to set that to 0.5.
Press into.
And for the darker one, I'm going to set that to 0.875 and press Enter.
And you're welcome to move these around and play around with them a bit.
As you can see as we move them,
we can get a different effect to our image.
But I'm going to leave mine at those values that I gave you for now.
And now one last thing, this press F2 again.
And as you can see are rendered image is still just showing us the color ramp output.
And that is because the colorant output is plugged into our composite node.
So to fix that, we simply need to take this final node,
click and drag and plug that into the image input for our composite net.
Let's press F2 again.
There we go.
Now we get a final image in our composite note as well.
And if you want to see the difference these nodes are making,
we can simply hold down control and shift and click on our render layers node.
That's the rule rendered image and control shift click on this node.
And that is our final image.
As you can see, it's quite a bit different and a bit more stylized as well.
Cool. And that is it for this lesson.
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