All language subtitles for A_19_Toon Simple Hatching

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

One last thing i'd like to add to this is to just give a little bit of variety a little

bit of variation in the transitions between the shades since it's pretty easy to set up. so i'm

going to come down here to just before the diffuse shader and i'm going to add in a vector bump node

and plug that in. now we need something to drive the height and to get a kind of cross

hatching type style transition we can use a texture, a Wave texture and we can plug that

into the height, now that's going to be seen a little bit on the extreme side

initially, but kind of interesting i suppose first of all i'm going to set the scale

much higher around 50. we can turn down the extreme shadows that is kind of trying to cast

here by taking the distance right down and also the strength, but just to make it even easier i'm

going to give ourselves a third way to kind of lessen the effect, so i'm going to use a

Converter, Math node for that and i'm going to multiply what we're getting out of there

by some value less than 1 and the closer this gets to zero, the more we're going to get results

coming out of this wave texture that are almost black which is going to do nothing to our height

so let's take that down even further... somewhere around there, and then these values become a little

bit easier to manage. and actually that's it aside from adding this normal output to the other shader

for example the glossy shader here, so let's plug that in, now we can see even the highlight

is getting that same effect, we've also got a layer weight node, so i'm going to Shift click

on this notice how it becomes highlighted, this is useful if you've got a large node tree,

and then i'm going to shift click on this one and then just press F to fill the distance

there, now it's a little bit awkward the way it's shooting across there, so what i'm going to do is

left click and drag across these, drag these to the left, hold Shift and right click across

all three just to group them together like that and then again Shift and right click across just

this one to just direct it above our highlight. one last thing i'd like to mention about this

particular effect is that by default this wave texture is using generated coordinates, let's throw

in some texture coordinates just to show this, so i'm going to plug in the generated coordinates and

then unplug them again and we see no change and while we do have some settings here that are going

to help us control this, the ultimate control in direction anyway would be to use the uvs

so if i plug them in, we're going to get a very different effect, because i don't think some of

these objects actually have uvs, so let's quickly set that up, let's left click and drag across

all of these objects and then Tab into edit mode, press A to select everything and then let's just

quickly jump over to uv editing workspace and then zoom in a little bit here and full stop on the

numpad to just zoom into our stuff here and then now we can go U and then just Smart Uv Project

and then click on ok. let's just use all defaults. left click and take a look at the rendered view

and we can see now it doesn't look as good and that generally boils down to the scale, now there's

two things we could do here, we could actually change the size of the lines there by scaling them

up which i'll do in this case, but of course we could increase the value in our scale on the wave

texture node itself, now jumping back to uv editing, the reason i wanted to mention this really is

because we can now control different areas to have different directions, this is quite a reasonable

direction, quite like this horizontal look that we're getting on those parts, this bit is a little

bit separated in an unusual way or maybe that's quite cool, but let's say we wanted to change it

i'm going to select a face here and then go up to the select menu, select linked and then linked flat

faces and then let's open up our little menu down here and increase our threshold, our sharpness of

how many more faces we want connecting to this, i feel like we've probably got all the faces we need

with this value 43 degrees and i'm just going to make sure that face is selected as well

just make sure we're not missing anything there, in fact we can press Z and take a look at this in

solid shading view just to make it a little bit more obvious and then just finding a view like

this, it doesn't have to be exact, i'm just going to try and look straight down on this geometry

that we've got selected though and then just press U and then Project From View and now we've

got a new uv island for that take a look back in rendered view and we can see now all the lines are

facing this way, sort of more vertical, but it does mean that we can now rotate this with R in our uv

editor and we can change that to be however we like and then once we've set any directions that

we wanted in particular, we can jump back over to our shading workspace and consider this done :)

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.