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Another way to make things easier to read is to introduce some more shading! :) going back to the
animations mentioned earlier let's take a look at the three other examples. notice there's this
additional mid-tone to help define the forms, in One Punch Man we can see that on the neck and
the glove, in My Neighbor Totoro we can see that kind of shading in the sleeves and on the faces
and then Akira... well you got the point. this additional shading is used pretty much all
through the Simpsons film too as it happens to give it that extra bit of polish, that is aside
from the obvious way wider aspect ratio, the more shading you get, the less you need those outlines
as helpers, because the shading itself is helping to describe the forms. so the shading could be
a smooth gradient as it is more likely to be found in realistic rendering or we can see in
this example be simplified, that is to say, stylized down into just one or just a few tones of value
taking the Octobot again, there's an easy way to do that with the workbench shadows, but that's pretty
limited, so let's explore some other options. we'll look at two main approaches here, normal based
and lighting based and keep in mind these can be combined too. let's set up a normal based approach
first, so this is quite good for more ambient, that is to say not strong directional lighting, because
we don't really get any self-shadowing. so while we can take a face here for example and press E
to extrude that out, we can see this shadow line cutting across here, if i just undo that and come
over to the other object and extrude out from here, you can see we're not going to get any shadows
coming here, because this is all normal based. all right so i'm going to build this kind of shader
again, but with a little bit more explanation along the way, so i'm going to press the X button to
remove that material from this particular object, now let's create a new one and then call this new
normal, why not and then so that the other objects all have it as well, i'm going to left click
and drag across, them Control L and then link the materials and then we can click away there now and
let's get to work on our shader. so we're not going to use the Principled bsdf so i can delete that
and we can just see this outline material and the blackness of this one. so what we're going to start
with is an input, texture coordinate and i'm going to Ctrl Shift click on the normal output, so Ctrl
Shift clicking on it a couple of times and this is what we're going to use, so it looks a little
strange like this, but we're going to convert it into a dot product, so if we go Shift A and add
in a vector normal, so we have the normal going into the normal, but we control Shift Click on this
to get the dot product output, hopefully all will be revealed, we can kind of see with the sphere
set like this we can left click and drag in here to just move this around, but we can see from this
angle we're shining a light straight down onto all of our objects, so it's kind of akin to being
in top view like this, so we're looking straight down on a sphere, this is how i like to imagine it
in the node editor anyway, to make this potentially more clear, let's go Shift A and add in a uv sphere
and i'm going to shade that smooth, scale that up a little bit, put it off to the side and then
Shift select one of those objects and control L to link the material to it, so we can see now
it becomes a little bit more obvious as to what's going on and we can see it's slightly off actually
so after i've clicked it like this, i've not quite put it right back where it was, so if we
want to reset it we can just click the Backspace on it and i'll flatten it right out, so with this
it's important what orientation the object is in object mode, so if we take a look at the rotation
information here, we can see this is zeroed out which is what we want for this kind of technique,
but if we were to double tap R and rotate it off we can see we're going to get inconsistent results
if certain objects aren't all aligned in the same way or more importantly, we want to go Ctrl A and
apply rotation on everything, that is something i've already gone ahead and done on this object
let's leave this sphere hanging around just to help us in case we need any clearer demonstration
of actually what we're doing, so this is as though a light is shining straight down on here, but this
is just simply a linear falloff from white to black, from one to zero, halfway is going to be 0.5,
but that's not quite how a light really works, what we would get instead, we would have a fall off a
lot of power from that light very close to it, but then weaker and weaker the further it got away
kind of exponentially, which is what we're going to set here, so a power of 2 should be a little
bit more natural, we see it goes from white to black to white again but i know that we
can simply create a clamp node and stick that here to force the values coming out of this node to be
between zero and one and that will allow our power node to behave correctly. from there to turn this
from a nice soft gradient, what we can do is use our map range node, so i'm going to drop that in
and simply set that to Stepped Linear. we've got four steps so far, which is perhaps most
easily recognizable on the sphere there, but we can just set that down to one step, so black and
white or zero and one, as we may like to think of it because i'd like to use this as a factor
input to drive a mix rgb node, so let's plug that into the factor and whatever's black is going to
show up in this first swatch, let's just set it to black for now and then in the second swatch
is going to essentially be our light, let's pretend it is a white light, even if it was,
this would still only be white if the object itself is white, so let's say our object is
actually slightly blue and also a little bit off pure white there, so drop the value down a bit and
in the ambient area in the dark shadows perhaps that's slightly blue also, now to give a little
recap, basically all we're doing is taking the normal output, putting that through the normal node,
taking the dot product of that and really we can actually do away with these nodes, so if i select
them and press M to mute you can see that majority of the work is actually just being done by this
map range, because of our steps, our stepped linear is set to one, now you may think well what's really
the point of these nodes then well, that's really just going to boil down to exactly how many steps
you might like to try and incorporate in this kind of technique, so if we unmute those nodes, you can
see that as we increase our power or decrease our power, we get that different falloff, each band is
its own size, something else to consider is we can kind of adjust the size of the light with our from
min here, so as i start to raise this up we can see we're shrinking the light source down, now at some
point, we're going to break it just as we go into the minus figures, but if we were to mute these, we
can actually take it way further, so now that we're not clamping things anymore, we can actually take
it much beyond what you might expect it should be able to reach, obviously the light source looking
straight down shouldn't really be able to reach underneath here but if that's the kind of desired
look we're going for, we do have that option if you want to do away with these nodes, i'm going
to leave these just muted for now just to try and keep things as simple as we can and i'll set
that back to zero and the steps back down to one, but just remember, we can adjust our size of this
with our min value, so with our first normal based light, it's pretty easy to just add to this, we can
just take those three nodes there, go Control Shift and D so that they maintain connections
and then we'll just replace this connection here with the new one and then what we can do is plug
the output of the first normal base light into the first socket and then Control Shift click on that
node to see the results. now what we can do is set our light color so let's just take that all the
way up to white and the position of it is exactly the same as the other position at the moment, so
let's left click and drag on here to replace it somewhere and clearly this isn't looking quite
right, so what we need to do is instead of having mix, we're going to set that to Add and then now we
have essentially two lights for which to play with. now one option that we've got and it's the way i'm
going to go with this, is i'm going to switch these around, so i'm going to go Shift A and add in an
input rgb and Ctrl C and Control C to paste that in and then i'm going to left click and drag from
that bottom one, move it to the top and i'm going to left click and drag this one over to the bottom
and in this kind of way this is like instead of painting the actual light, it's sort of like
we're painting the shadow, we don't have to flip it around, we could just change the min position,
but i wanted to show there's another way we can think about this as casting darkness and not
necessarily always is casting light on this first normal based set of nodes we're creating here
with that done again, we can move these over and simply take these again and go Ctrl Shift and D
one more time, duplicate those up and then kind of daisy chain this, so i'm going to redirect the
output of this put that into the first socket here and then unplug that and then Ctrl Shift
click on this node here, again let's make sure this is kind of bright white and this can serve as our
kind of highlight, so i can move this around here and let's take the min value up here just to make
it like a little dot and now we've kind of fixed a little bit of a highlight on there, now we don't
actually have to just take the normal output of this for a highlight, what i'm going to do instead
is duplicate this with Shift D and raise it up just to make it cleaner and then i'm going to use
the reflection output to inform this, that way it should move around based on the camera angle which
is more what i want for this and then i'm going to go Ctrl H and clean that up by collapsing that
down to just what we're using, same here, Shift right click and drag across there just to make
an extra reroute node, making it easier to plug something into here if we wanted, but from there
it would just be a matter of adjusting size and playing with these directions and colors and again
we can flip these around if we want this to behave more as a light rather than reflected shadow, but
just goes to show there is a reasonable amount of versatility in the ways that we can approach this.
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