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So let's find ourselves a space on the node graph i'm going to bring these up here and
let's start with some texture coordinates. Input, Texture Coordinates and we'll use the
uv coordinates for this and rather than using a linear gradient what we're going to do is create
that gradient ourselves using a breakdown of the vector information that we're given, so let's start
off with a converter, separate x y and z, so let's plug our uvs in and Control Shift-click on this
x-axis now, it's not immediately obvious what's happening here with the gradient which would be
much more obvious if we just plugged our generated coordinates in, but bear with us, let's re-plug in
our uvs and what we're going to do is now create a Math node and all we need to do really is just set
this to sign under the trigonometric area, actually initially just to demonstrate what's actually
happening with this, i think it's probably going to be a good idea just to switch that to Generated so
without the sine node if we just mute that you can see almost nothing looks to be happening
this node is going to come alive a lot more if we duplicate one place it beforehand and turn this
to multiply and then start to turn this up then we'll start to see what happens so the generated
coordinates that we're getting plugged in here... so let's click on this x is going from zero to
one and now we're multiplying that so that instead of going from zero to one we're going from zero to
32 and the sine function is going to take these the numbers coming out of this and remap them
to minus 1 to 1 which is why we get these kind of dark areas, it's not just hitting zero there
it's actually going deep into minus one, if we set this down to one we see we've not got values
coming out of here high enough to have this really take much of an effect, but as soon as we start to
increase this, as soon as we hit what looks like pi we've circled right back around again down to zero
and then around double pi which i think is called tau although don't quote me on that :)
uh we're getting back to that zero point and then so on and so on what we can do next is
create another math node, so i'm going to duplicate that one and set this one to Absolute which we
can find under the functions area and now what's happening is that's going to throw away all the
negative numbers basically, so if minus 0.5 comes out of here, the Absolute node is going to output
0.5 instead it's just going to throw that negative number away, only positive values, this is a super
positive node. next what we want to do is set the actual size of the hatched lines that we're going
to have which is fairly simple to do, we just need to grab a map range node and the closer we bring
these numbers together, the smaller, the thinner i should say the black lines are going to become. so
i'm going to set this down to something like 0.4 just give it a slight little bit of falloff at
the edge. so with that what we'll do is we'll press F2 on this and we'll label this Thickness but to
be fair that isn't the full story there because on our multiply node if we press F2 here this is
kind of our frequency or amount of lines, which is in turn going to affect the overall thickness, so
this node is important and this node is important and we've labeled them away from their defaults
this Sine math node isn't really doing anything for us that we need to see, i can just press H
on that and same on the Absolute, so now those two nodes kind of stand out we could of course color
them something, but i'm just going to leave this at defaults for the moment and that is it for the
general backbone of our lines that we need. let's take a look at our uv output again now and our uvs
are way scaled up, so we can change our frequency now, so i'm going to turn that right up between 2
and 3 hundred somewhere and then what we need to do is decide on one of the inputs or one of these light
drivers i've kind of called it. i'm going to raise this up a little bit to here and then let's just
use the texture so we're going to need to set up some way of combining these, so i'm going to use a
color mix rgb node and drop that in at the end and then let's use this in the first socket and then
we have these lines in the second socket, so let's Control Space to take a look and currently we're
just mixing between the two, but what i'd like to do is actually multiply the lines onto our lighter
areas that we've got there and i'm going to do that completely, so i'm going to make sure that's
at 1. all right so let's walk through a little on exactly how we're going to go about this, i'm going
to take this quite faded area on the back here just to demonstrate and i'm going to take a map
range node here, converter, map range and drop it in here and we're just going to Control Shift
click this to see only the results of our texture coming into this map range node and then i'm going
to change this to Stepped Linear and actually four steps is exactly what i want to see which
essentially gives us five shades, so from black there's one shade, white as another shade and then
three other shades in between, in fact let's come over to our color management let's just raise this
up a second, so we can see so i'm going to change it from Filmic to Standard so that the white kind
of pops and looks a little bit more like white on the screen here, instead of being dynamically
rescaled on the fly, as is beautiful for our Filmic color management but we don't need it to do that
in this instance, so what exactly is happening here is values in the texture between 0 and 0.2
are just going to get clamped out as black values between 0.2 and 0.4 are going to come out as this
dark gray, 0.4 to 0.6 mid-gray, light gray is going to be 0.6 to 0.8 and then anything above 0.8 is
gonna just get clamped as white, so if we mute this node a second with the M key and come back over
to here, we don't really want this fade, we want everything from 0 to 0.2 to be black so i'm going
to unmute this again and to achieve that we're going to switch this back to Linear i'm going to
crank this up to 0.2 and now what i'm going to need to do is squeeze this right down to almost
0.2 as well and we'll just round that off to 0.21, so again we get a very slight kind of gradient and
not a harsh cutoff but, we could make that finer by reducing the distance between these two values
so now we have our hatched lines which i'm going to make more numerous with this multiply node take
that into the 500s instead why not, but we don't want those hatched lines going everywhere, we want
obviously we still want to preserve our pure white, so we need to cut out of this the very highest
values between 0.8 and 1. now it's easy enough to do that again with the map range node, so i'm
just going to create some space and take this node and go Ctrl Shift and D to duplicate the node and
the incoming noodle into this and then what we're going to do is just take what's coming out of here
and if we add this to it so let's go and grab that Math node that we need and throw that in
there Ctrl Shift click this i'm going to clamp the results of this though see now we're going to add
some things here i don't want to get values above one, so i'm going to keep things simple by adding
the results of this map range. now we haven't shifted these values they're still set on 0.2 so
we're going to set them right up to say 0.8 and 0.81 and now we're essentially cutting out the
values that are very bright out of our hatching and then we're going to multiply in the dark areas
of our 0 to 0.2 range, so to complete the effect we want more hatching lines to go from 0.2 all the
way up to 0.6 and again another hatching pattern to go between 0.2 and 0.4, we'll come to all that
in a moment, so all we need now is to multiply on additional lines that go from the darkest areas
and 0.2 beyond the borders of our single hatching and then again another pattern to make like we
get more and more hatching to make it look darker and darker towards our very darkest area, our zero
range. but with these notes we have everything we need to essentially set that up. let's just
name a couple of these first i'm going to select this one f2 and then what this one is doing is
setting our darkest values and this one here is basically just cutting out the brightest parts
or setting our brightest parts, if we were naming consistent between these two nodes, they're also
uh swapping over wires here so let's just swap these around and let's go full screen on these
for a second, i'm going to take this over here Shift and right click across those there and
then what we can do is create another set of hatching lines. so let's duplicate all of these
Ctrl Shift D to raise them up and then Shift and right click across these two lines and put them
over there and then what i'm going to do is daisy chain the results of our original hatching into
our new hatching, so let's take this node and plug that into the first socket so let's Ctrl
Shift click and take a look at this and of course we're not now using this, we don't need to set our
darkest parts anymore so we can delete that and the lines are in exactly the same position, so
what we could do is change the frequency or we can actually change the rotation or maybe even
both but for now let's just drop in a vector rotate node and then we'll give this some angle
we'll go the most extreme angle for now 90 degrees so completely perpendicular from our original
angle but that also reminds us to give ourselves that same control on those original hatching
lines, we should probably duplicate this and add it there too, so i'm going to set that to zero in fact
let's not be so grid-like here as we're looking at it i'm going to set that to something like
30.5 and then this one at the top, let's take it 90 degrees away from that so like 30 plus 90.
although mental arithmetic, we could have done that 120 and now to complete this we just need
to change the range of what we're cutting out here, so we need to cut out more, so let's take that down
to 0.6 and 0.61 and now we can see it's starting to take shape. with that process fresh in the mind
let's take these again and drag these up, actually this line here is getting a little bit sloppy
let's take from this point and drag this into the value input there, Shift and right click across
that bit and direct it like this and then again we want to change our range, so we're going to lower
that even further to cut out even more, 0.4 to 0.41 and we can't see the results of this because we
need to Control Shift click here and then also we need to daisy chain this so let's take the results
of our previous hatching and plug that into the first socket and then also we need to change our
rotation, so let's take a look at what we've got so far and then as we start to rotate this we can
see we're just altering the parts that we've got in the very very darkest areas or second to last
darkest area i suppose. with that we've essentially done the the core part of our hatching design, i've
just chosen to go 5 values of color from black these three mid-grays and this white but we could
add, say, seven instead or even more it just means creating even more of these and then setting this
value appropriately. all right so we're essentially done on that, what we can do now is just add a
little bit of polish starting with not making our lines look so mathematically perfect
all we need to do to achieve that kind of effect is to introduce some chaos. that is to say some
noise into our vector coordinates. another way of putting it is let's just create some wobbly lines.
let's isolate this top bit of hatching, so Ctrl Shift and click on this last add node here, that's
just going to show us these lines and the chaos that we need to introduce is right here. so let's
create a texture, Noise texture and then what we're going to do is add that onto the already
existing coordinates, so with the mix rgb node we have our already existing coordinates coming
through and now we're going to set this to Add and we're going to add our noise. now this effect is
mega strong at the moment, so i'm going to turn that right down and hold Shift while
left clicking on here just to add a touch, just a tiny amount like this. now they're quite large
wobbly lines and what i'd like to do instead is make that much smaller, so i'm going to go
20 and also add a little bit more extra detail in there and create even more chaos by increasing the
roughness. now this is all personal taste at this point, but i think i'm actually going to take that
even lower, because we still want to essentially keep the general straight line nature of it
but now it looks a lot more organic and less mathematical. that's for these lines anyway, now
we need to just add what we're doing here on to the other lines as well, right before doing that
i'm just going to alter something about this or at least add an extra detail into this, but
it's only going to be subtle and that's just to offset our noise, so our positive values out of
here or in other words our zero to one values that we're getting out of this noise texture
mean that all the addition is going to be in the positive, whereas if we offset that by subtracting
0.5 which is what this is already set to and let's take that all the way up we'll see when we start
to increase this, it doesn't actually move the line any further, so if we mute this subtract node again
and show the difference, well in this case the lines look like they're starting to move downwards,
when we unmute that again with the M key we can see we're just adjusting them in place so with
that now done we've got the three nodes that we know we can duplicate, so i'm going to take these
left click and drag across them, Control C control V, G to move them down let's go full screen on this
with Control Space, i'm actually going to grab these and Shift select all these as well and
let's bring them right over here, so we've got tons of space, bring those back into the fold, left click
and drag that in here and all we need for this is for the uv coordinates to be in our first socket
of this node and then let's plug that into there now that one will be done let's take these again
Shift D, this time bring them down left click and drag that over, let's plug those into the first
socket and this into the vector mapping node and then Ctrl Shift click the final node in the tree
there and then everything should have noise or a little bit more of an organic feel to it. currently
this is using three-dimensional noise which might not be the most performant way to go
about it, slightly more optimal is if we just plug in our uv coordinates and set that to 2d and then
we've reduced an entire dimension. how's that for performance? ;) so then it's just a matter of carrying
that over to the other instances, where we're using that noise, so let's take that over into 2d
with that, that alters the scale of the noise a little bit so i'm going to turn this back up to
kind of compensate take that to around 30 on each of these, something else i'll do is just collapse
a few of these nodes, that we don't really need to play with, so for example like this one this
one so i'm pressing H to essentially hide those, same with these additions at the end
everything else we've got, we could kind of use to change how this looks apart from maybe these guys
so thank you kindly you've served as well, but we are going to collapse you down for readability.
one extra thing that we can do to this is add a little bit more natural nature into the stroke
itself, so we've done some shape variation but, what about some value variation, so to do that it
might actually be better to affect all of these lines at the same time, which means it would be
great for example to add some noise into the end right here, but if we were to do that right now
we're going to affect everything including this dark space, but it wouldn't be very tricky for
us to just flip this, so that instead we add the dark space that we have down here at the bottom
that that was just at the top instead, so let's just reorganize this slightly... so here i'm going to
actually delete this multiply node and i'm going to plug the results of our first hatching lines
into this color mix rgb node here so we have the two hatching lines now let's just bring this one
right up to the top, shift right click across that to redirect it and actually we can just plug in
from here to clean that up a little bit as well, so now as we are at the moment we should only
see our hatching lines, because this is setting the very very darkest areas, as we can see here setting
our darkest values, so let's take a look at how that has changed things and then what we can do is
duplicate this multiply node here, hook that up and then we can set our darkest values and
multiply them as we did at the start and now we're basically back to where we were, only the
difference is now we can slot in something here in between these two nodes and that will affect
all of these hatching lines at once and that's just exactly what i'm going to do. so let's just
bring ourselves a little bit more space and add in a Noise node. i'm going to set this to
use some uv coordinates, just the standard uv coordinates that we get by default, now what
i'm going to do is to get the most out of this noise texture is to break down the rgb
channels, so we're going to separate them and now if we Ctrl Shift click on this and let's turn up
our noise a little bit, we can Control Shift click through these just allow it to buffer into memory
and now as we switch through these, you can see we can get three different noise patterns just from
one noise node. so what i'm going to do now is add a little bit more space actually at the very end
so where these multiply nodes are i'm just going to drag these over a little bit, that gives us a
chance to just be able to space this out a little bit better and now what i'm going to do is add in
a map range node, just here actually let's start with the red channel and what we want to do
is add this just here and all we need to do is plug this into the second socket and now we can
control how much we want to multiply into this, so let's Control Shift click here, Ctrl Space to take
a look and in fact we don't want to multiply there, we want to add of course and i'm going to set this
to clamp, so again we don't get any values above one, which might mess up with further calculations
and here i'm going to set this up to about 0.5 and also increase this way higher actually, turn up the
detail while we're at it, turn up the roughness, zoom in a little bit further and we can see now
that's giving a lot more interesting variation to the value, so with that let's Control Shift
click on this to add back in our darkest area and we're almost good to go to increase the contrast
even further we could start bringing this lower to bring these two values closer together, maybe 0.5
and 0.8 look pretty good not too pronounced but just gives a subtle variation. while we're at it
seeing how we do have these other noise variations that we can play with, let's Shift D to duplicate
this node and we'll perhaps add some of this noise let's put that into the second socket onto
our darkest area so we're going to slot that into the first socket only here, i think, i'm going to
yeah... increase this a little bit further, maybe somewhere around 0.55 for that just to give it a
little bit of texture, can also reduce the contrast a little by dropping this a little bit lower, maybe
0.2 there and with that we can pretty much just try whatever values that sit nicely for the kind
of effect that we're going for, how pronounced that we might want this kind of effect to be
but we're largely done at this point, but just before we go it might be worth giving just a
slight recap on what we've created here, so if we zoom in a little bit we have the widths of our
lines themselves, those are going to be controlled with this area here, so right now we have it 0.2, we
could try instead for example to go 0.1 to 0.8 for much softer falloff at the end there or we could
raise that much higher so the values so we get much thicker lines, if these were closer to one,
somewhere around 0.4 to 0.6 or 0.2 to 0.4 gives some pretty good effects though for my personal tastes
anyway, something else to bear in mind is that we have this cutting out the brightest parts linear
node now what we can do here is just separate the distance, so for example 0.9 instead and we can
see now we get much more of a faded falloff at the end of the suggested pen stroke, but
something else we can do with this is actually i'm going to set this a little bit closer, 0.85
we can try a different uh... interpolation type here for example Smoother Step and i think that
just gives a nicer falloff at the end there so switching from Linear to Smoother Step so i might
make this adjustment on the others, so here would be 0.65 and we just set that to Smoother Step
and then there's one more, here would be 0.45 though and then again set to Smoother Step the
general frequency is controlled here, a value node here to set this so it's around 550 at the moment
let's just plug this into all three of these and now let's take a look and then it becomes way
easier to just change the frequency depending on the resolution that you're going for, but
otherwise our node tree is basically complete and we can feel free to continue to paint on here and
if we've got a nice bit of falloff somewhere we can make best use of all our little hatching
combinations and one last thing, let's just instead of using our painted texture let's use this shader
instead, the Shader to Rgb instead, the light in the scene which we have up here and then we
can see from this light here we're getting this nice gradient here, just working out pretty well
and finally let's actually just test it with a quick gradient texture, plug that in and it
seems to be working pretty nicely there, showing us very easily the various different tones in
value that we've got maybe a nice touch might be to make these lines here a little bit thicker
and make them thinner as they go, to emulate the brightness in value, but hopefully you're
feeling fairly confident to be able to make that tweak for yourself, if you desired it.
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