All language subtitles for A_18_Toon Lighting Based

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Original subtitles

Next let's take a look at the lighting based approach. so this has this shader on it right now

i'm going to remove that again similarly as we did before, giving this a new material and we'll call

this new lighting toon and then let's just start by getting rid of that principled just like we have

this material output and i'm going to left click and drag across them all, Ctrl L to link them in

now this lighting based one is actually very very simple to set up. we can get pretty decent results

really fast actually. now for the first time we're going to move away from just emission shaders and

actually move into actual lighting based shaders and i'm just going to use a really simple one and

that's just the diffuse shader, let's Control Shift click on this, the next node that we're

going to use is a converter node and we need our Shader to Rgb, so you can notice this little green

socket telling us we can plug a shader into this, and it's going to convert it just into color

information, which means we can treat it in ways that we can't treat a shader, so for example we

can't place a color ramp here, we get this glorious pink instead of what we're doing, plus an error red

connection there, if we go Ctrl X to delete that and maintain the connection and instead left click

and drag from here into the surface it looks like not a lot has changed, remember when you just plug

in a color output into this material outputs surface input, it kind of translates it into an

emission shader, but because this is a color output and not a shader output, it does mean that we can

place say something like that color ramp and we no longer get any pink and we have the option to

treat this in in any way we might do with just regular color information, but notice we

now no longer have any colors, we're just going to get black and white or whatever we set these

flags to anyway and that means that the lights in the scene aren't really going to get respected

this one for example is just slightly blue at the moment and we can see that that isn't going to get

picked up unless we set that manually here, which means if we've got different colored lights this

setup isn't really going to work for us, but just before we delete this color ramp node and pursue a

more lighting based approach, i just wanted to make sure included in this section is the most simplest

example of a toon shader that you may have seen elsewhere and the only adjustment that we really

need to make from here is to just change the interpolation that we have, that we can see here

from Linear to Constant and then when we play with the position of the color stop on here

we can adjust things to taste. we can also click the plus button or just Ctrl left click into our

color ramp to add an extra stop and then we can click on this and adjust the hue, this can be a

different level of brightness or in fact it could be just completely different, but as mentioned this

isn't going to respect our colors of the lighting in the scene, this is all going to be set here on

the color ramp, one idea though is to actually just set this as grayscale, so actually i'm going to go

and reset this color ramp, set it back to constant, left click and drag this to around there just to

get the highlight, Control left click in and drop this down to be pretty bright but not completely

and then one more and just take this down to be quite close to black and with that we can set

where we want these to fade between each other or not rather fade but just switch and then what we

could do is add in a color mix rgb node and take this and then add the color back in or not really

add but set this to color here and then Ctrl Shift click on this turn the factor all the way up

and now we're going to get our colors back. another option is to set this to say multiply or overlay

by different sorts of effects, but i'm just going to set this to color here, and while this works a

little bit and it is pretty cool considering how simple it is, you're still going to get

a little bit of the gradient happening here, but it is pretty cool to think that we have

options to duplicate this lamp for example, double tap R to rotate it around, completely change the

color of it and then we can see that gradient is more pronounced there, but we're getting a very

nice effect nonetheless and we're preserving the colors in our scene and that might be a pretty

nice style to go with, but as mentioned i'm gonna go a slightly different way with this, so we don't

get any gradients, but we still get access to a reasonable amount of the lighting and colors from

the lamps in our scene. a quick aside is that this Shader to Rgb node is Eevee only, Cycles isn't going

to want to play with this node this is way away from the land of path tracing at this point and

Cycles doesn't want to know what you get up to with Eevee breaking the laws of lighting physics on your

own time, the main engine of the technique we're going to use to get what we want here is just

going to be summed up in a very similar way as we did with the normal based approach and we'll start

that off by adding in a converter node and we're going to separate the hue saturation and value

and then what we'll do is we'll need a likewise likeminded and life partner combine hsv node to buddy

these up and now we've got nodes doing essentially nothing, so we'll create a little bit of space and

break out our trusty map range node, it's going to hover it here so it takes the saturation and

i'm going to duplicate that again so that it takes the value, just place these below each other, give

ourselves a little bit more space here, now what we want to do is set these as we did before so both

do stepped linear, that gives us the stepped field that will control at the same time with a value

input, so i'll plug those both in and set that to let's say two so here we can see that we're

actually still getting a little bit of color and if we come back to our lamp and change the color

of this lamp, we can see it actually respects more or less the actual hue that we're using there, now

it can go a bit crazy as you can see if we push it really hard between its saturation and desaturated

values it kind of does go a little bit extreme there, but if you are quite saturated or not very

saturated, it usually plays quite nicely, i'm just going to leave that slightly saturated for now,

now one of the shames about this is that it's actually completely black in the shadow side and

actually let's just talk briefly about the shadow side as well, as this should be casting shadow onto

itself, as we can see here, for example now what i'm going to do is just come over to the render

properties tab in our properties window i'm just going down to the shadow section and just enable

Soft Shadows and that should smooth that out for us, we can increase all our settings here as well

which do help, but that should be good enough for us in this example i think, all right so let's give

ourselves a little bit of control to change the color of what we have in this dark shadow, so for

that i'm going to create a color, mix rgb node and drop that in and i'm going to set this into

the second socket and turn the vector all the way up, so that we're only getting the second socket

at the moment and what i'd like to do is treat this first swatch as a ambient color, the color

we want to see in our shadowed area basically and simply add all these values that aren't zero that

aren't black on top, so we're going to switch this to Add which is looking really bright because it's

assuming our ambient dark shadow color is actually really bright, so i'm going to take that right down

and just place that maybe slightly in the blue as we did before, let's now give this a bit of

a highlight and to do that we're going to take a very similar approach as we've already done here

and we're going to start with the shader and this time a glossy shader, again, shader to rgb, so let's

click and connect these together and Control Shift click on this to see what we get then we're going

to use another map range node so i'm going to duplicate that one from down there and connect

that in but i'm just going to set the steps down to one so that we essentially just get this single

highlighted area all the other settings on this i'm going to leave the same, because essentially

now we have what we want, we have this mask, we have zero and one, we can control the size of this

with the roughness slider it's about at its maximum at 0.5 and it shrinks really small at 0

so what i'm going to do is just set up a color mix rgb node and plug that into the roughness and

we're going to use this slider to slide between those two values, so i'm going to take an input

value node set to 0 and another one which is automatically defaulted to 0.5 and we can plug

those two in and now we can simply slide from 0 to 0.5. we've essentially set ourselves a soft range

so i'm going to press H to collapse these and now we're going to add this highlight to what

we already have, so i'm going to duplicate this color mix rgb node and drop that up at the top

plug what we've got already here in the first socket and then this isn't the color we want to

add, this is our mask, the black and white values, so where is one that's where we want to set what our

value is, so let's Control Shift click on this and see what we've got and we'll see we have this

white highlight, now to preserve some energy on this highlight so if we wanted this to be

really bright and really really glow as is an effect which is quite pleasant at times just

to maintain that ability, i'm just going to go Shift A and add in an RGB node i'm going to set

this to white and then i'm going to duplicate this and i'm going to plug this into the first

socket and then the result of that is going to go in to here, so this currently is taking this color,

adding this color and then adding that on top of here, so this is quite a bright value already, but

we're going to set this to multiply and i'm going to multiply a set value, so let's plug

that in there and now we can essentially control the strength of our highlight right here, that's

probably going to be more obvious if we come up and turn on our bloom, so if we set this quite low

in fact we can even go into the darks, but as we brighten this you can see we really cranked that up

and go crazy with our highlights. but i'm just going to set that to a default of 1 and leave

that be for the moment. so this is all our highlight stuff, so let's clean things up a little bit, let's

click and drag across here Shift P to draw a frame around it, F2 to create a label for this

which we're going to just call Diffuse and then at the top here we'll call this Highlight, Shift P, F2

highlight and then the next thing we want to do is create a kind of global rim light, so we could

probably stop there on this shader but let's just give it another level of interest and give it some

rim lighting, this is actually fairly simple to do, i'm just going to create a lot more space

here for our rim lighting to go, because while the general concept is actually quite easy we're

going to add a little functionality to it, which is a little tricky to get our head around but

i think we'll get there so let's add the key player on this, which is our layer weight node,

and we're just going to take a look at our facing output, if the face is facing exactly towards us

we get black and it's just going to give us a linear gradient to the very edges at the sides

and so what we're going to do is take this and combine it with a math node set to greater than

and now essentially we can control the size of that rim light, so something like this and again we

have what we need because we have this black and white that can act as a mask, so let's take a color

mix rgb node plug that in at the end, use this as the mask to plug it into the factor, plug this

one into the first socket and whatever we have in the second socket is going to be our rim lighting

let's make it a bit more obvious so we can see it there. now really we could be done at this point

but again we can add a little bit more detail to this, in that we might not really want the rim to

show up in our darkest shaded areas, so let's give ourselves a little bit of functionality, so that we

can control whether that happens or not, whether it just shows up in the lighter areas, to do that

i'm just going to use a color ramp node and we can use the output of what we had before, now we

can come and set this to constant and let's take a look at the output of this, so basically it's going

to take the results of our shading so far and plug it into here and by using this second flag we can

see that it's giving us different extremes of our posterized shading and i think that basically just

creates a mask for us to remove the shaded areas, the most shaded areas, so what we can do is add

another color mix rgb node and drop that here, this is our factor, this is our mask between these two

hues and then we can plug this into our new socket that we had for the rim, but first of all i'm just

going to left click and drag that into the second socket and then plug that in there and let's see

what we've got so far... now what we have this mask telling us is in the darkest areas use this color

and in our brightest areas use this color and we could make this a separate color if we wanted i

suppose, but instead we're just going to use the output of this anyway, so i'm going to left click

and drag that into there and now we have what we need, we have it masked out in the darkest areas

of the model, another aspect of this rim light which we might like to put in here in a similar

way as we did with the highlight is just give it some energy, so i'm going to take these three

nodes, Shift D to duplicate them and then Alt P to unparent them from that frame and let's bring them

over here, plug the result of this into this second socket, take this color and drag it over to here

and then now we have something to replace this socket, so i'm going to left click and drag that

into there. and now with this power slider we can really crank that up and get some interesting

rim lighting effects, especially with our bloom switched on of course. but i'll just set that back

down to 1 for the moment and also i'm going to set this to be quite bright close to white

and that's the main shader done! at each point we can just take the final mix node

to mute it if we don't want that effect so if we don't want our glossy highlight, we can just mute

this node and it's gone and similarly we can take this node and mute this and then our rim lighting

is gone. but i'll keep them enabled just so that we've got all bells and whistles on for the moment :)

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