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Probably destined to be the most ideal non-photoreal shading option is a
new render engine entirely and actually there is one in development called MALT
it sees it right here on the main page i've gone to the Blendernpr.org website which is actually
very cool, here's the home page there's loads of really cool npr related things going on here well
worth checking outm on the bare side of things that'll take us to this page and we'll see it's
a super flexible renderer to handle non-photoreal and stylized rendering and there's much more to
learn about it all here, the project is currently looking for extra funding to fast track this into
completion, there's a few ways to do this, it's possible to support it through this main page
there's actually a Patreon account for the npr show right here and that will help for the show
and the general BEER project, these guys are all closely linked to that particular project, there's
also a Patreon account for the main core developer and actually the very cool thing is is that it's
actually available to try right now. if we find our way to this address we can download it right here
we're currently sponsoring this as you can see to help watch this along a little bit
because i'm on a Windows system all i'm going to need to do is to download the zip file which
includes the MALT renderer which is this one so this is an add-on and so that we've got something
to play with once we enable that add-on, we're going to need to download the shader examples
probably an important additional thing to get is actually another copy of Blender as well
the latest official build, now to keep it separate from your main Blender build that you might have
on your machine i would recommend to go to this link right here which allows us to get a portable
Windows version right there and then we can place that in a folder which is relevant to you and we
can kind of keep it penned off from the rest of Blender. but we'll talk more about that in
just a second i've downloaded those three zips to this location on my hard drive but you can
put that anywhere you like, then all we need to do is unzip the version of Blender 2.92 is the
latest one as i record this, so i've unzipped that to here and also i've unzipped the shader examples
something that we need to do with the Blender version though is that we need to come into
where we see the numbered version of Blender that we've got inside the folder that we've extracted
and we need to manually create this config folder which as you can see i've already
done in this case, then we just need to step back into the main folder and then launch
the Blender.exe that we've unzipped. once we open up Blender we want to come to our preferences
which we can get to in the edit menu if we like or hit F4 and find our preferences in that menu and
then just come down to the add-ons tab and then we're going to come over to the install area, click
on that and navigate to where we have the Blender MALT add-on on our hard drive and then just click
install add-on. this might take actually a little while, so you might need to be patient for about 30
seconds or maybe even a minute, so just bear that in mind this seems to take a little bit longer
than the average add-on, i've actually already done this though, so i can type in MALT into the search
field and then enable it from here so with that enabled we can now find in our render engine area
we can see MALT as an option, Cycles by the way is an add-on in exactly the same way, here we'll
notice in the add-ons we can find Cycles right here, so it makes sense that malt can be an add-on
like that and then we can switch to it just like we would Cycles here. with that a whole bunch of
what would be irrelevant information has now gone from our render tab and if we come over
to our materials, we'll see all this area looks a little bit different as well. instead of the cube
i'm going to delete this and get something with a little bit more interesting forms about it, so
i've opened up the isometric scene from an earlier part and i've just grabbed a few of these objects
and just gone Ctrl C and i'm going to come over to here and go Ctrl V. with that done we've got some
more interesting geometry to play with now and we have some materials that are already created
i'm going to delete the outlines, because we won't need that, so i'll just go through each of these
objects and take the outlines away, this boolean object we don't really need i'm going to delete
it. this currently is solid shading mode so we can press Z to bring ourselves into rendered mode
and we'll see a big bright loud yellow telling us that things are definitely not all correct
really all that means is that we haven't indicated which shader to use and this is where those shader
examples come in that we used earlier, so we can come over to the folder navigate to where we unzip
those and we can play around with all of these, the most basic one is this basic.mesh so we can
select that and click accept and now things are starting to look a little bit better. i'll also
do something similar with this other object, this base material, so i'll click on the shader examples,
find where we have our shader examples and again choose the basic mesh, then hit accept. now things
are looking a lot better, but they're looking almost exactly shadeless, so instead of yellow
we've got this dark gray, but we'll see why that is in a second if we bring our lamp a little bit
closer we can see we're getting at least something now, we're getting this diffuse color, the world is
actually quite bright at the moment but i don't think that actually affects the way things are
rendered, our overall lighting is controlled just with individual lamps, rather than incorporating
world lighting like Eevee might do so we can choose to treat this just like a background color
that helps us work when thinking about shading to believe for non-photoreal rendering we might want
to come over to our color management and switch this from Filmic to Standard, all of this stuff
still works by the way so we can come in here and choose different levels of contrast or even
tweak it with our curves. as for the lamps we can come over to our light settings and the sunlight
will workm the spotlight will work if we rotate it correctly double tap R, but the area light
doesn't, hopefully that gets incorporated later down in the development cycle, so let's switch this
back to a sun for now so that we're getting even lighting across and the distance from the lamp
isn't factored in. you also might notice that there's a shader option even here so we can
click new and point it to the shader source and we'll find there's a basic light option also and
now there really isn't anything happening again, we get that dark gray similar as we did before, but we
can click on New here and i'm actually just going to set this to say color grid and then click on ok
and then now you'll see we can actually rotate the color grid around and it treats it as a
projected light texture. but for our purposes here at the moment i'm going to remove this shader
and just keep the simple default lighting here. all right so let's take this one of
these geometry objects in the scene and come back over to the material tab in the properties window
although this is only a very basic shader, we can actually get a fairly toon looking thing going on
quite quickly, so let's change our diffuse color first of all let's make this a little bit more
i'm going to push this into the green like all this stuff is actually grass, something like that
and then on the other one on the road let's actually make this a water road aka a river
of some kind or a stream. all right so that's cool and then i'm going to come back to the main base
so to get a kind of very simple toon shading right out of this shader, this basic mesh shader, i'm just
going to turn the roughness up to something like 2 or 3 and now with that we can rotate our
sun around a little bit just to see how that is affecting things. now basically what's happening
here is it's adding the specular color on top of the diffuse and the diffuse kind of on top
of the ambient, so the ambient is going to be this darkest area, so we could turn this down a little
bit or we could brighten that up to crazy levels, i'm just going to take it quite dark and then for
the specular color, i'm going to go Ctrl C and Ctrl V, the same color and we see that's being added on
top and now we can adjust this to taste or even actually choose a completely different color
but that might read a little strangely, so i'm just going to keep it in the greens and then the darker
we make this the less contrast we're going to get from the original tone, so something like that will
be fine, taking the roughness right back down the other way should probably cause no surprise
although to see that a little better let's sort of take that right back up to white again, we can see
those little flashes. all right, so that's the basic mesh shader, but probably a better one for more
toon related things would be the gradient mesh, so if we accept this here we'll get a recognizable
gradient for the diffuse and the specular and if we set our interpolation from linear to
constant and then create a different positions for these various stops along that gradient we'll see
we get very much that toon style we've become accustomed to, so i can control click in here
just to create an extra couple of stops, take this up a little bit into the mid grays, actually let's
grab this stop actually make this one in between those two and this last one, let's put that about
there and now it almost looks like a river going through a canyon of some kind, almost, if we were to
maybe enhance our scaling a little bit perhaps :) another very cool toon shading option is the
basic line mesh, so let's accept that and this text was back to the familiar ambient diffuse
and specular from before, but we've also got this line setting so let's take this black line as we
have at the moment and we'll change the line width and as we do that, we'll notice that we've got two
sets of lines, which can only mean one thing, i've still left the solidify modifier on this,
so i'm going to delete that and just go around and delete it from the other objects as well and
we didn't need that boolean anymore, same here, this solidify modifier, we need though for the thickness
of the river stream road, whatever we're calling it, let's jump back to the material and here we have
even more control over where we actually see our lines, so we have this normal threshold, which as
i'm sure you can tell already is giving us a way more control over we could in conventional
Eevee or Cycles settings, something else that's worth pointing out in terms of the differences between
this render engine and other render engines is that if we were to be using the toon style shading
but let's just quickly switch back to that and click on the gradient mesh there it's preserved
our various stops that we had along the way there and if we select our lamp we can actually change
the color of this and we can see our shader picks that up and mixes this color in with our gradient
which is not something very easily done within Eevee or Cycles, certainly within Cycles since we don't have
the Shader to Rgb node. here i've jumped into a scene shared by Miguel, the core developer for MALT,
and in addition to it being a really fun scene something that i wanted to point out on this is
pay attention to the eyes and the mouth and notice how they appear to be on the surface from this
angle, but if we go around the side a little bit we can see they're actually embedded inside the
model, so if we switch into wireframe and switch on the X-ray mode that can be toggled with Alt
Z or we can find it up here, we have our X-ray now, we can see that there's a couple of objects placed
inside, switching back to rendered view, is a simple matter of switching the depth offset slider option
that we have here thanks to this eyes.mesh shader that we've got here, both the eyes and the mouth
are using this type of shader, so this is another very cool benefit of using this render engine,
especially once a lot of this interface also gets cleaned up, remember this is a constant work in
progress and this is where we're at so far, even in this unfinished state it's pretty cool to play
with, now it's possible to do something like this in the current Blender and that's where i'll jump
over to Luca's blend file to show something super cool that he's been doing with nodes in this scene
so we can see here i am in Eevee and basically what we're looking to do is create a parallax
effect, so we can see that this plane that we have here looks kind of like a window
and this is pretty accurate stuff because if we create a new plane and then press G, Z and then
-1 to place exactly one Blender unit, below one meter then we'll see that things line
up perfectly so if we see this area right here it kind of joins with this plane perfectly and
the depth can be controlled here with this simple value so the further we push this, so if we take
this to one and we take this another unit down so G Z -1 again then we'll see it should
all line up again, but it's even deeper now. Luca has put together another little example with this
cylindrical head here, so there's a few more nodes with this version, because we're creating some eyes
and a mouth, but if we go full screen on this we'll notice that it appears like the eyes are kind of
following us there, this is a great example of this, because it really does look like there's
some geometry inside here, but it's all just completely done on the surface and it's all
in shading nodes, even the teeth have that kind of parallax going on, Luca is absolutely brilliant
at this kind of stuff and that's why we've teamed up with Luca to generate an entire course on cool
nodal manipulation, so if you want to get a massive boost to your nodal texturing awareness in Blender
we would highly advise you to walk along the brick road of no discovery as it were with Luca
it's quite the rabbit hole to go down, but highly empowering nonetheless.
this .blend file right here by the way should be available for you in the project files for this
Stylized Art in Blender course should you want to have a look or incorporate it into your own scenes.
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