Questions tagged [toon-shading]
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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 ...
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Artifacts after the Boolean Modifier
Greetings dear 3D artists! I am trying to create a shape to organize a collection of PBR materials.
I add a UV-Sphere (Segments: 128, Rings: 64). Then I apply the Solidify Modifier (Thickness: 0.25 m)....
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In eevee,I want to connect transparent bsdf and emission to a mix shader and paint by factor, but it doesn't work. How can I do this?
I'm trying to create transparency with toon shader, but I can't paint by factor, even though I can adjust the transparency.
When I connect the texture to the factor, I can paint the image as I ...
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Toon Outline Not Following Armature
I've been building my own character mesh and following the Lightning Boy Studios videos on Youtube to try to create my own toon shader/outliner. For the outliner, I'm using a solidify modifier with a ...
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How to use inverted hull method for anime outlines?
I am trying to create anime stylized components for the Unity game engine.
Almost every tutorial I find mentions the inverted hull method and describe it like this:
Make outline material with black ...
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How to achieve toon shading like this in eevee?
Alright, this has been asked before but I haven't found a satisfactory answer. Is there a good handdrawn toon shader in existence for eevee? Here's the look Im going for - toon, painted, around the ...
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Can you create a cell shade effect using normal maps?
I've seen this image before and it's made me curious to see if it's possible to use normal maps to create cell shading. Am I on the right track here or is this image showing something else.
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How to create customizable Cycles Cel/Toon shader, that generates shadows?
I have successfully created a highly customizable Cel/Toon shader for Blender Eevee. The shader has lots of features, including but not limited to: Multiple light sources support, tone shape ...