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1 vote
0 answers
219 views

Creating a flat lighting Shader in the style of Alphonse Mucha

I'm attempting to create a character shader that mimics the artistic style of Alphonse Mucha. The style consists of the skin having a singular base color that's then shaded from the brightest edge to ...
Austin4606's user avatar
1 vote
0 answers
257 views

Toon Shader + Textures, how could i do?

I'm using a Classic Toon Shader, but I dont know how I could combine a texture with that shader Now if I put the Fac of the mix node to $0,5$ this happens How could I combine the two without losing ...
TheDarkRockman's user avatar
0 votes
0 answers
77 views

Procedural cel shaded displacement material

I have a material which creates procedural sphere displacement to create a random blob. I want to cel shade the blob, however as far as I can tell this is only possible with EEVEE ...
LEG's user avatar
  • 1
2 votes
0 answers
327 views

Applying Specular Highlights Separately? (Eevee Nodes)

For a bit of context for what I'm stuck on: I'm working on an original anime/toon shader for skin. It takes the base texture colour and applies a colorramp-ed shadow from a principled bsdf shader with ...
Faolan's user avatar
  • 43
0 votes
1 answer
416 views

Ideas on: Realtime Mist Pass via Shading Nodes? [duplicate]

Wouldn't it somehow have to be possible to get a depth gradient into one's material nodes? This way you could have a realtime mist pass in the viewport (like in the picture). I guess one would need ...
jayprz's user avatar
  • 1