Discover and read the best of Twitter Threads about #bnpr

Most recents (6)

Aaand another tree ! Used a different method here but still using #geometrynodes
#b3d #bnpr
Here are the nodes ! The second one is within the LeavesWind groups ImageImage
Oh and don't forget to get the UVs back in the leaves shader (mixed with 2 noises here to add variety) Image
Read 3 tweets
Thinking to post the video but I am pretty sure it will get absolutely destroyed
wireframes
Read 13 tweets
Node doodling an NPR tree shader to answer some questions earlier. This isn't optimal, but you can get the idea of how to approach it. The mesh is a collection of planes with Sphere projected normals and alpha texture (I just did nodes) #b3d #bnpr
Leaf textures, mesh, and full nodes for two versions. One more PBR style, and one more NPR style (shaders as colors.) And modifier setup. Empty is used for radial normals and for the Inside distance. Both could be done with Generated or Object coords in the mat though #bnpr #b3d ImageImageImageImage
Well this blew up. So I will cave to the popular demand and make a video about this soon. Make sure you follow me and subscribe on YouTube so you don't miss it!

youtube.com/c/aVersionOfReā€¦

#b3d #bnpr
Read 3 tweets
Working on a video about displacing/bump/normal mapping Generated Normals. Will still be a few days because its really complicated >_<
If anyone can explain Surface Gradients in layman's terms, or knows how to do something like dFdx in Eevee nodes, it'll go faster šŸ˜¬
#b3d #bnpr
Okay that ended up taking AGES to figure out. But I now have working (mostly) Normal and Bump map groups that can take any input Normals and tangents, which means they can work on Generated Normals, which means I can now move ahead with the project and next video...
#b3d #bnpr Image
Eevee and Cycles not having access to dFdx/dFdy, or any option to run GLSL expressions, is a giant hassle. The good news is that, in the process of figuring all this out, I've learned a lot of GLSL and will be able to do this stuff properly in Malt soon. #b3d #bnpr
Read 28 tweets
Experimenting with different ways to fake, generate, and influence normals. This UV based method works, but would take ages to get clean by hand. Need a way to generate this gradient cleanly and with some controls that aren't so fiddly.

#b3d #blender3d #bnpr
Figured out a way to use Object Coords instead of UVs. Now the cheeks work well, but I killed the forehead curvature. Only Y is being changed right now. X and Z are just sphere coords. They'll need some shaping too. #b3d #blender3d #bnpr
If you really want to understand your Normals, look at them with steps. The shapes you see are the shapes of toon shading you'll get from light in that area. If you rotate a sun lamp on just 1 axis, as the terminator hits that area, it'll look like that. #b3d #bnpr #Blender3d
Read 16 tweets
The future of real-time NPR shading relies on the ability to render in 3D, apply 2D effects, use those effects to alter the 3D render, apply 2D effects, ad infinitum... The industry is stuck in the "Render, composite, done." mindset. #b3d #bnpr
1*
Opening up this process would open up 3D looks that would revolutionize Animation and Art in general. It is something I hope for in #blender #Eevee. And I hope the developers lean in to this possibility in the future.
2*
This would also take advantage of Eevee's speed and unique abilities (3D->2D->3D) as complementary to #Cyclesx (its speed and denoising is making Eevee less and less relevant for PBR workflows).
3*
Read 7 tweets

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