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We already looked at a toon shader, let's break out the nodes again for a style that's more
reminiscent of the real world printing techniques such as a half tone pattern, or i guess we could
call it some kind of digital stippling, where the printed dots get larger to give the impression
of a lighter shade or a darker shade depending on the intended use, we'll get to all that. this
is actually pretty easy to set up in Blender so let's attack this cube and see what we can do
so this material that we've got on it so far, we don't need the Principled bsdf so i'm going
to delete it and instead i'm going to start with some texture coordinates, i'll use the uv
coordinates of this cube and then let's plug that into a Voronoi texture, so let's hook that up, Ctrl
shift click this and then all the defaults are completely fine although we'll turn the scaling
right up, so we can see all our dots and right now we can see how it looks very organic and randomly
placed, hence the randomness value all the way up to one, i'm just going to set that all the way down
to zero and now we just get these little circular black dots which gradiate out to the edges and
meet the borders of their neighboring dots, but that's basically what we want, from here we can
invert this if we like, i'm gonna take a math node to do that and all we need to do to invert it is
subtract from one and now it's going from white in the center to a darker value at the edges
instead of the other way around, from here we can create a map range node, which is basically so far
these two are acting as a kind of color ramp, so if we just add a color ramp here and plug this
into here and Ctrl Shift click on this, we've now inverted back to what we have, but if we just click
on this little down chevron and click the flip color ramp we are now doing the same as what
we were doing with the subtract node and a map range node, we can now say squeeze in take this
to say around 0.5, let's try 0.9 and we can see the circles that we're creating there, now we can
generate basically exactly the same thing here as well, so we could take that down to it'll be 0.1 in
this case, i think, and then this one we could take to 0.5 and i think that that should be equivalent
to the color ramp, so you can see basically we don't actually need the color ramp if we're using these
two nodes, which you might say well what's the point in using two nodes when we could just use
one, now we're not going to take use of this at the moment but i just want to stress this point early
on which is the downside of using the color ramp is that we can't plug things into these numbers
to control them, whereas we can with these, so if we were creating a group for example and we wanted to
control aspects of our texture and it's going to be way easier with things that we can plug
into values. with that said there's not *really* much more else to say because this is essentially done
what we need now is something to drive the size of these dots and now this is fairly simple to do
because we can go Converter, Math node again, set this to Greater Than and changing our threshold
here is going to change the size of the dots. so all we need to do is plug some texture into this
threshold input and our half tone pattern should be complete. let's try another texture to drive
this, for example a gradient texture and i'll use the generated coordinates, so let's take a look at
that, so we can see from here along the x-axis we're getting from black to white we plug that
into the threshold and hook that up, we can see our effect, now something else that i'd like to
put in here is a simple mix rgb node and use this as the factor and now we can set this from black
to, let's say, any color in this instance now or we could put even a colored image in there if we
liked, something that's worth pointing out is of course our linear texture is going from dark to
bright, from left to right whereas our dots on the other hand are kind of doing the opposite thing, so
there's a couple of ways we could remedy that, we could switch around the color swatches or another
option actually is to set this to Less Than and now we're kind of getting dark ink printed onto
some light background, let's switch that back to Greater Than though and also another option that
we can do is invert this, although this isn't quite the same effect, kind of get these interesting kind
of diamonds, but you can still see the black dots of course and then we can change how that looks
with the Min and Max settings of our map range but i'm going to unmute that with the M key again
though and come back over to the map range because there's something else we could do with this which
is simply flip these around. so 0.9 and 0.5 and then let's take a look back at our greater than
node and actually switch this to a Less Than node and now it appears that we're printing our light
color onto the dark background. all right so that's enough of the gradient idea let's test this out
with something else, let's test this actually out with some shading, so let's create a diffuse shader,
let's break out our trusty converter shader to rgb and let's take a look at that and then let's
select our light and bring that right in and then now let's hook that into the threshold instead
and Ctrl Shift click on this node at the end, so going full screen on this we can see if we
select the light if we move this around it's going to affect the size of those dots that
we're printing which is looking pretty good, we can sometimes offset the result of this with another
math node so i can drop that in and essentially slide this second value to shrink or grow that
effect, i'm going to set this on zero though and at least we have it let's go F2 and name that
offset. one more way we can drive this is to jump into texture painting, let's create a new texture
and i'll call this paint me, click okay and then let's switch this to a single image and we'll
paint on that paint me. and then with this done we can paint in the view there and get some little
bit of bright spots anything really doesn't really matter, just to test the idea let's head back to
shading and let's plug this in, so i'm going to left click and drag this paint me and Ctrl Shift
click this and hook it up to the color and there we can see this is now having the desired effect
it's converted that texture into that kind of half tone pattern, jump back into texture paint and then
on here we should be able to just create a little half tone happiness. again, here we can duplicate
this offset node and put that in and just add a very very tiny amount if we wanted to have these
small little dots everywhere, otherwise we can mute that or we could kind of create a similar effect
as we did with our map range, let's duplicate that and bring that down and then i'm going to set that
from 0 to 1 so it is as it was before and maybe we can shift quite how this effect looks, but
again i'm actually happy with it by default, so i'm going to mute those nodes. also something that
we should probably do is clean up our node graph a little bit, we don't need our gradient texture here
anymore, let's bring these up to here, i'm going to left click and drag across all of these, Shift P
next to the Node Wrangler add-on we can put them into a frame pretty easily like that and then
F2 to name this our dots or halftone or circles of stupendousness or however you please :)
and then down here these are our different drivers i guess you could say, so i'm going to left click
and drag across all that Shift P then F2 and then let's just call our drivers to drive the effect
into here. i'm going to Shift and then right click and drag across this noodle to create
this extra reroute node, just make sure it's definitely selected and then i'll press F2 to
call this 'plug me in', Control and right click cross that just to break that there and we'll come back
to clean that up a little bit later if necessary but let's now tackle our next rendering technique.
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