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These are the user uploaded subtitles that are being translated: 1 00:00:03,040 --> 00:00:08,560 Another way to make things easier to read is to  introduce some more shading! :) going back to the   2 00:00:08,560 --> 00:00:13,760 animations mentioned earlier let's take a look  at the three other examples. notice there's this   3 00:00:13,760 --> 00:00:19,200 additional mid-tone to help define the forms, in  One Punch Man we can see that on the neck and   4 00:00:19,200 --> 00:00:25,200 the glove, in My Neighbor Totoro we can see that  kind of shading in the sleeves and on the faces   5 00:00:25,840 --> 00:00:31,360 and then Akira... well you got the point. this  additional shading is used pretty much all   6 00:00:31,360 --> 00:00:35,760 through the Simpsons film too as it happens to  give it that extra bit of polish, that is aside   7 00:00:35,760 --> 00:00:41,520 from the obvious way wider aspect ratio, the more  shading you get, the less you need those outlines   8 00:00:41,520 --> 00:00:47,200 as helpers, because the shading itself is helping  to describe the forms. so the shading could be   9 00:00:47,200 --> 00:00:52,160 a smooth gradient as it is more likely to be  found in realistic rendering or we can see in   10 00:00:52,160 --> 00:00:59,600 this example be simplified, that is to say, stylized  down into just one or just a few tones of value   11 00:00:59,600 --> 00:01:05,280 taking the Octobot again, there's an easy way to do  that with the workbench shadows, but that's pretty   12 00:01:05,280 --> 00:01:10,640 limited, so let's explore some other options. we'll  look at two main approaches here, normal based   13 00:01:10,640 --> 00:01:16,160 and lighting based and keep in mind these can be  combined too. let's set up a normal based approach   14 00:01:16,160 --> 00:01:21,600 first, so this is quite good for more ambient, that  is to say not strong directional lighting, because   15 00:01:21,600 --> 00:01:28,320 we don't really get any self-shadowing. so while  we can take a face here for example and press E   16 00:01:28,320 --> 00:01:34,480 to extrude that out, we can see this shadow line  cutting across here, if i just undo that and come   17 00:01:34,480 --> 00:01:40,240 over to the other object and extrude out from here,  you can see we're not going to get any shadows   18 00:01:40,240 --> 00:01:45,440 coming here, because this is all normal based. all  right so i'm going to build this kind of shader   19 00:01:45,440 --> 00:01:50,480 again, but with a little bit more explanation along  the way, so i'm going to press the X button to   20 00:01:50,480 --> 00:01:56,560 remove that material from this particular object,  now let's create a new one and then call this new   21 00:01:56,560 --> 00:02:00,960 normal, why not and then so that the other objects  all have it as well, i'm going to left click   22 00:02:00,960 --> 00:02:06,080 and drag across, them Control L and then link the  materials and then we can click away there now and   23 00:02:06,080 --> 00:02:11,600 let's get to work on our shader. so we're not going  to use the Principled bsdf so i can delete that   24 00:02:11,600 --> 00:02:16,480 and we can just see this outline material and the  blackness of this one. so what we're going to start   25 00:02:16,480 --> 00:02:23,040 with is an input, texture coordinate and i'm going  to Ctrl Shift click on the normal output, so Ctrl   26 00:02:23,040 --> 00:02:27,360 Shift clicking on it a couple of times and this  is what we're going to use, so it looks a little   27 00:02:27,360 --> 00:02:32,000 strange like this, but we're going to convert it  into a dot product, so if we go Shift A and add   28 00:02:32,000 --> 00:02:37,600 in a vector normal, so we have the normal going  into the normal, but we control Shift Click on this   29 00:02:37,600 --> 00:02:43,200 to get the dot product output, hopefully all will  be revealed, we can kind of see with the sphere   30 00:02:43,200 --> 00:02:47,680 set like this we can left click and drag in here  to just move this around, but we can see from this   31 00:02:47,680 --> 00:02:53,120 angle we're shining a light straight down onto  all of our objects, so it's kind of akin to being   32 00:02:53,120 --> 00:02:58,080 in top view like this, so we're looking straight  down on a sphere, this is how i like to imagine it   33 00:02:58,080 --> 00:03:04,480 in the node editor anyway, to make this potentially  more clear, let's go Shift A and add in a uv sphere   34 00:03:04,480 --> 00:03:08,720 and i'm going to shade that smooth, scale that  up a little bit, put it off to the side and then   35 00:03:08,720 --> 00:03:13,360 Shift select one of those objects and control  L to link the material to it, so we can see now   36 00:03:13,360 --> 00:03:18,480 it becomes a little bit more obvious as to what's  going on and we can see it's slightly off actually   37 00:03:18,480 --> 00:03:23,120 so after i've clicked it like this, i've not  quite put it right back where it was, so if we   38 00:03:23,120 --> 00:03:27,920 want to reset it we can just click the Backspace  on it and i'll flatten it right out, so with this   39 00:03:27,920 --> 00:03:34,080 it's important what orientation the object is in  object mode, so if we take a look at the rotation   40 00:03:34,080 --> 00:03:38,880 information here, we can see this is zeroed out  which is what we want for this kind of technique,   41 00:03:38,880 --> 00:03:43,360 but if we were to double tap R and rotate it off  we can see we're going to get inconsistent results   42 00:03:43,360 --> 00:03:48,720 if certain objects aren't all aligned in the same  way or more importantly, we want to go Ctrl A and   43 00:03:48,720 --> 00:03:53,520 apply rotation on everything, that is something  i've already gone ahead and done on this object   44 00:03:53,520 --> 00:03:58,000 let's leave this sphere hanging around just to  help us in case we need any clearer demonstration   45 00:03:58,000 --> 00:04:03,760 of actually what we're doing, so this is as though  a light is shining straight down on here, but this   46 00:04:03,760 --> 00:04:09,760 is just simply a linear falloff from white to  black, from one to zero, halfway is going to be 0.5,   47 00:04:09,760 --> 00:04:16,000 but that's not quite how a light really works, what  we would get instead, we would have a fall off a   48 00:04:16,000 --> 00:04:20,720 lot of power from that light very close to it, but  then weaker and weaker the further it got away   49 00:04:20,720 --> 00:04:25,680 kind of exponentially, which is what we're going  to set here, so a power of 2 should be a little   50 00:04:25,680 --> 00:04:29,280 bit more natural, we see it goes from white  to black to white again but i know that we   51 00:04:29,280 --> 00:04:35,840 can simply create a clamp node and stick that here  to force the values coming out of this node to be   52 00:04:35,840 --> 00:04:41,440 between zero and one and that will allow our power  node to behave correctly. from there to turn this   53 00:04:41,440 --> 00:04:48,240 from a nice soft gradient, what we can do is use  our map range node, so i'm going to drop that in   54 00:04:48,240 --> 00:04:53,680 and simply set that to Stepped Linear. we've  got four steps so far, which is perhaps most   55 00:04:53,680 --> 00:04:58,880 easily recognizable on the sphere there, but we  can just set that down to one step, so black and   56 00:04:58,880 --> 00:05:05,680 white or zero and one, as we may like to think  of it because i'd like to use this as a factor   57 00:05:05,680 --> 00:05:11,600 input to drive a mix rgb node, so let's plug that  into the factor and whatever's black is going to   58 00:05:11,600 --> 00:05:16,720 show up in this first swatch, let's just set it  to black for now and then in the second swatch   59 00:05:16,720 --> 00:05:20,960 is going to essentially be our light, let's  pretend it is a white light, even if it was,   60 00:05:20,960 --> 00:05:25,680 this would still only be white if the object  itself is white, so let's say our object is   61 00:05:25,680 --> 00:05:32,320 actually slightly blue and also a little bit off  pure white there, so drop the value down a bit and   62 00:05:32,320 --> 00:05:39,040 in the ambient area in the dark shadows perhaps  that's slightly blue also, now to give a little   63 00:05:39,040 --> 00:05:44,080 recap, basically all we're doing is taking the  normal output, putting that through the normal node,   64 00:05:44,080 --> 00:05:48,880 taking the dot product of that and really we can  actually do away with these nodes, so if i select   65 00:05:48,880 --> 00:05:53,520 them and press M to mute you can see that majority  of the work is actually just being done by this   66 00:05:53,520 --> 00:05:58,560 map range, because of our steps, our stepped linear  is set to one, now you may think well what's really   67 00:05:58,560 --> 00:06:02,880 the point of these nodes then well, that's really  just going to boil down to exactly how many steps   68 00:06:02,880 --> 00:06:08,320 you might like to try and incorporate in this kind  of technique, so if we unmute those nodes, you can   69 00:06:08,320 --> 00:06:14,240 see that as we increase our power or decrease our  power, we get that different falloff, each band is   70 00:06:14,240 --> 00:06:20,720 its own size, something else to consider is we can  kind of adjust the size of the light with our from   71 00:06:20,720 --> 00:06:26,640 min here, so as i start to raise this up we can see  we're shrinking the light source down, now at some   72 00:06:26,640 --> 00:06:31,280 point, we're going to break it just as we go into  the minus figures, but if we were to mute these, we   73 00:06:31,280 --> 00:06:35,680 can actually take it way further, so now that we're  not clamping things anymore, we can actually take   74 00:06:35,680 --> 00:06:41,680 it much beyond what you might expect it should be  able to reach, obviously the light source looking   75 00:06:41,680 --> 00:06:46,960 straight down shouldn't really be able to reach  underneath here but if that's the kind of desired   76 00:06:46,960 --> 00:06:51,280 look we're going for, we do have that option if  you want to do away with these nodes, i'm going   77 00:06:51,280 --> 00:06:55,440 to leave these just muted for now just to try  and keep things as simple as we can and i'll set   78 00:06:55,440 --> 00:07:01,440 that back to zero and the steps back down to one,  but just remember, we can adjust our size of this   79 00:07:01,440 --> 00:07:08,800 with our min value, so with our first normal based  light, it's pretty easy to just add to this, we can   80 00:07:08,800 --> 00:07:14,560 just take those three nodes there, go Control  Shift and D so that they maintain connections   81 00:07:14,560 --> 00:07:21,120 and then we'll just replace this connection here  with the new one and then what we can do is plug   82 00:07:21,120 --> 00:07:27,280 the output of the first normal base light into the  first socket and then Control Shift click on that   83 00:07:27,280 --> 00:07:32,160 node to see the results. now what we can do is set  our light color so let's just take that all the   84 00:07:32,160 --> 00:07:36,560 way up to white and the position of it is exactly  the same as the other position at the moment, so   85 00:07:36,560 --> 00:07:41,360 let's left click and drag on here to replace it  somewhere and clearly this isn't looking quite   86 00:07:41,360 --> 00:07:46,240 right, so what we need to do is instead of having  mix, we're going to set that to Add and then now we   87 00:07:46,240 --> 00:07:51,280 have essentially two lights for which to play with.  now one option that we've got and it's the way i'm   88 00:07:51,280 --> 00:07:55,920 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   89 00:07:55,920 --> 00:08:02,000 input rgb and Ctrl C and Control C to paste that  in and then i'm going to left click and drag from   90 00:08:02,000 --> 00:08:06,160 that bottom one, move it to the top and i'm going  to left click and drag this one over to the bottom   91 00:08:06,160 --> 00:08:11,040 and in this kind of way this is like instead  of painting the actual light, it's sort of like   92 00:08:11,040 --> 00:08:15,600 we're painting the shadow, we don't have to flip  it around, we could just change the min position,   93 00:08:15,600 --> 00:08:20,240 but i wanted to show there's another way we can  think about this as casting darkness and not   94 00:08:20,240 --> 00:08:25,360 necessarily always is casting light on this first  normal based set of nodes we're creating here   95 00:08:25,360 --> 00:08:32,560 with that done again, we can move these over and  simply take these again and go Ctrl Shift and D   96 00:08:32,560 --> 00:08:37,200 one more time, duplicate those up and then kind  of daisy chain this, so i'm going to redirect the   97 00:08:37,200 --> 00:08:41,920 output of this put that into the first socket  here and then unplug that and then Ctrl Shift   98 00:08:41,920 --> 00:08:48,000 click on this node here, again let's make sure this  is kind of bright white and this can serve as our   99 00:08:48,000 --> 00:08:53,520 kind of highlight, so i can move this around here  and let's take the min value up here just to make   100 00:08:53,520 --> 00:08:58,320 it like a little dot and now we've kind of fixed  a little bit of a highlight on there, now we don't   101 00:08:58,320 --> 00:09:04,080 actually have to just take the normal output of  this for a highlight, what i'm going to do instead   102 00:09:04,080 --> 00:09:08,720 is duplicate this with Shift D and raise it up  just to make it cleaner and then i'm going to use   103 00:09:08,720 --> 00:09:15,120 the reflection output to inform this, that way it  should move around based on the camera angle which   104 00:09:15,120 --> 00:09:20,160 is more what i want for this and then i'm going  to go Ctrl H and clean that up by collapsing that   105 00:09:20,160 --> 00:09:24,880 down to just what we're using, same here, Shift  right click and drag across there just to make   106 00:09:24,880 --> 00:09:29,600 an extra reroute node, making it easier to plug  something into here if we wanted, but from there   107 00:09:29,600 --> 00:09:35,920 it would just be a matter of adjusting size and  playing with these directions and colors and again   108 00:09:35,920 --> 00:09:41,040 we can flip these around if we want this to behave  more as a light rather than reflected shadow, but   109 00:09:41,040 --> 00:09:43,240 just goes to show there is a reasonable amount of  versatility in the ways that we can approach this. 15612

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