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