Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Hey hey! Gleb Alexandrov here :) welcome to yet another tutorial from Creating Stylized 3d
Art in Blender series. in this one we'll explore various NPR techniques of Blender compositor
to recreate this post-processing style of Spider-verse, so keep watching to learn more
about the stylized comic book printed look. it's a pretty lengthy tutorial, so buckle up.
so before moving on to the post processing section of this tutorial, i want to walk you
through this scene setup really quickly to show how things were done in terms of shaders, lighting,
some other intriguing things worth exploring. so first of all it's Cycles with gpu compute, gpus are
usually way faster than cpus for Cycles rendering obviously. all the shaders and light sources where
pre-setup in this scene (make sure to download it) the only thing i will do is enable denoising and
set Optix as the denoising algorithm then i'll bring down the render samples to something like 10
for a funky denoising effect. we have talked about this effect in one of the previous tutorials from
the course. i love the oil painting or watercolor painting look that this effect gives you. okay...
then we have an image-based background which is a hack to add some extra NPR at no cost. you see,
because we use an already stylized image as our backdrop and the source of illumination, which is
the city backdrop processed in Krita we're already playing on the NPR field so to speak and the same
image is used as the source of illumination for the robo. the only difference between it in the
background is that we have cranked up the emission strength from 1 to 15 to add some extra power.
so all the lighting that is hitting the robo comes from this source rather than the backdrop itself.
this separation is pretty useful to be able to control the levels precisely. and if you are
interested to learn more about how the background image was created, i found one on Pixabay and then
i just smudged it a little bit in Krita with the help of the purple brushes that uses some smudging
it doesn't take a lot of effort to do something like that, it took me like five minutes, i think,
to turn it into some hybrid between a photo and a painting. it does read as a photo still, but with
some painterly elements. okay we can disable overlays over there, if they're getting in the
way and the other important thing is that i have broken the scene into a set of layers, the first
one being the backdrop, the light sources are also packed in this one, then the next layer is robo,
we can turn it on and off, then we have floor, which is a three-dimensional plane which reflects the
backdrop and these things kind of blend together and it creates the illusion of a seamless backdrop,
i think. and that's pretty exciting by itself, because that's how different planes of reality,
two-dimensional three-dimensional, interact with each other and the result is pretty gorgeous. what
else? of course we could have used Eevee as our render engine, especially with the screen space
reflections it looks comparable to what Cycles can give us... but still not quite. well, maybe with
the addition of the Irradiance Volume that can be found under the Shift A menu in the viewport Light
Probe > Irradiance Volume it looks slightly closer to the Cycle's awesomeness, but still not there.
anyway if you wish to set it up using Eevee just don't forget to bake indirect lighting and it will
look pretty convincing i think. i would also crank up the subsurface scattering samples in this case.
so you can follow along this tutorial with either the Cycles or the Eevee version, i would probably
switch to Cycles though, i think it's slightly more special. so i think it's time to move on
into compositor and start working on the Spider-verse type of look that we can give this thing
all right, the first thing that i will do is set up render layers, so over there at
the top of the user interface we can find the layers menu. i'll name this layer All
to signalize that we render all things on this layer just for the sake of the preview
let's uncheck Use for Rendering checkbox because we won't use this one for rendering
it's just a backup if we manage to screw everything else. then i will create a new layer,
let's call this one Background or Backdrop. this one will contain the objects for the background.
here we have a bunch of toggles, but not quite the amount that we want to have. in order to organize
it in a better way, i will enable these three which is the Render toggle, the Holdout toggle and the Indirect toggle. of course we could have used the Exclusion toggle to say remove the robot from the
scene but the problem is... as soon as we remove the robo, we remove its reflection and so on, so we'd
better use this one instead which is Indirect Only. if you press Shift while clicking on this
icon it will also affect all the sub collections. so right now it's very interesting, because we see
the reflection without actually seeing the robo. that's totally a wonderland situation
that we are facing here. so we can also disable the camera and irradiance layers, but that's
not important at all, because they are invisible anyway. next i will create a new one for the robo.
and here comes the same issue, if we exclude this collection from rendering, we will also
exclude its reflections and shadows it casts and so on, so we'd better use the Indirect button,
don't forget to hold the Shift before pressing it, otherwise thesub-collections won't be included.
so the floor collection and the background collection are now
set to Indirect Only but the image is totally black. while it may be fine in some cases, for
compositing it's often more convenient to have the transparent background, so we can compose
these elements on top of one another. that really makes sense for compositing. i will call this layer
Robo because i forgot to do it beforehand, so now we have the background layer and the robo layer
and the layer that is called All that is just a backup. so unlike the old layer all other layers
have Use for Rendering checkbox turned on. a minor detail yet very important to get it right
after we have split it into layers or collections it's time to compose them.
but first i will open up the image editor in this window and select Render Result here, because
that's where i would like to see our composed and rendered result. in order to use the image
editor for previewing the render, we need to set this preference within the Blender Preferences
otherwise it will be shown in a separate window. and this one is going to be the Compositor itself
the biggest of our windows available. click on the Use Nodes checkbox, otherwise it will be useless
press N to toggle the right tool shelf then i'll go ahead and render out what we have set up so
first goes the background layer then the robo layer and as a result we see...
nothing. because here we have it set to All. we can change it to something that has been
rendered actually, like, robo. i will also disconnect the composite node... to reconnect it back later on.
i will use the viewer node instead for the sake of previewing what we are doing. after doing this
we can either enable the Backdrop Mode in the compositor then place our backdrop somewhere on
the right, but we risk obscuring it with the nodes later on, but anyway the V shortcut scales it down
Alt V scales it up, Ctrl Shift and clicking on the node allows us to preview the node or rather one
of the outputs, but anyway, i think i will resort to this window that we have created earlier to
preview what we are doing, so holding Ctrl Shift and clicking on the node allows us to skim through
its inputs to set them to preview. that's how we're gonna be working in this tutorial, so we don't need
the composite node just yet alright so i'm going to select this render layer, Shift D and set the
second one to Robo. now we just need to recompose them back into the wholesome image. so i'm going
to go Shift A, Color and select this node that is called Alpha Over and now hook the background
render layer into the first input Ctrl Shift to preview it... and this one into the second input of
the Alpha Over node. it won't hurt to enable the Convert Pre-multiply checkbox it's the same in my
opinion as setting the pre-multiply value to one. so the beauty of this workflow of recombining the
layers into one image is that we can still tweak each layer individually, like for example we can
make the background a little bit brighter with the help of the rgb curves node or pretty much
anything you can imagine that is related to nodes, it all can work separately on each layer.
so for now i will press X to delete this rgb curves, i used it only to demo this thing, i
will set this window back to Rendered Result otherwise the render will start...
rendering in some other window, it often happens in Blender. so that's useful to know if you want
to press F12 to render it out it will occupy some other window if you don't set it to Rendered Result
and then don't forget to switch it back to Viewer node after it's rendered. it's
a pretty clumsy way of working, setting it back and forth to render result and then back
to viewer node. i will show you a slightly more convenient option, but that will be a bit later :)
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.