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Original subtitles

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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