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
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!
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 😬 #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
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
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.
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