A full walkthrough of my mesh hair creation process for anime or cartoon hair using Blender 2.8. Model it flat while wrapping it onto the head with modifiers. This method breaks things down into small, simple steps and gives clean topology and UVs.
In this tutorial: - Overview in the beginning so advanced users can skip the details - Wrapping flat plane to quarter sphere (curve, simple deform, and lattice modifiers) - Creating and shaping strands or tails using curves and lattices - Creating clean topology hair spikes and joining them without killing UVs - Time lapse demonstration modeling bangs - Lots of little details that help with the process
This tutorial is about the overall process, and assumes you know basic modeling.
A full walkthrough of my mesh hair creation process for anime or cartoon hair using Blender 2.8. Model it flat while wrapping it onto the head with modifiers. This method breaks things down into small, simple steps and gives clean topology and UVs.
In this tutorial: - Overview in the beginning so advanced users can skip the details - Wrapping flat plane to quarter sphere (curve, simple deform, and lattice modifiers) - Creating and shaping strands or tails using curves and lattices - Creating clean topology hair spikes and joining them without killing UVs - Time lapse demonstration modeling bangs - Lots of little details that help with the process
This tutorial is about the overall process, and assumes you know basic modeling.
00:00 - Intro 00:49 - Common Hair modeling methods 04:12 - Flat modeling overview 06:45 - Wrap Setup: The Curve Modifier 10:07 - Wrap Setup: Simple Deform 12:52 - Wrap Setup: Lattices 16:29 - Modeling Options 24:01 - Block In Bounds 25:18 - Making Spikes 33:51 - Maintaining UVs 36:07 - Proportional Editing Tips 39:29 - Non-destructive editing with Hooks 42:07 - Setting up Side Clumps 45:33 - Fixing distorted UVs 46:46 - Modeling the Side Clumps 54:53 - Timelapse: building out the bangs 1:05:40 - UV check 1:06:54 - Material test 1:07:55 - OutroHow to Bake (most) Textures with Eevee in BlenderaVersion Of Reality2024-03-26 | Fast and convenient texture baking in Blender without using Cycles or Addons? With Geometry Nodes it is possible for many types of textures. We'll make a mesh version of our UV map and simply render it with an Orthographic camera.
This method works well for baking a mesh's material to itself, and for decals, superimpositions, procedural textures, etc. But not so great for world space dependent stuff like Shadows or Ambient Occlusion. Baking high poly to low poly (like for Normal maps) could be done, but is complicated and isn't covered here.
Follow me on Twitter for lots of WIP posts and quick tips related to geometry nodes and modeling anime girls!
twitter.com/AversionReality aversionofreality.com artstation.com/aversionofrealityGeometry Nodes UV Retopology DemonstrationaVersion Of Reality2024-03-15 | A demonstration of the Blender 4.0 Geometry Nodes UV Retopology workflow from the last two videos. If you thought "That looks cool, but how should using these tools actually look?" then watch this. Several people wanted a full example, so I've used it to retopo this shirt. Its a good example because different sections have a variety of different shapes, but the final topology also isn't super critical. If you're experienced with Retopo already, you can probably skip this one as its mostly demonstration + commentary.
Follow me on Twitter for lots of WIP posts and quick tips related to geometry nodes and modeling anime girls!
twitter.com/AversionReality aversionofreality.com artstation.com/aversionofrealityEditing UVs with Modeling tools in BlenderaVersion Of Reality2024-03-08 | CHECK DESCRIPTION FOR UPDATES AND LINKS! If you've done much UV editing, you've noticed that there's a lot less tools than when editing meshes, and you often need 3rd party addons. What if we could just edit our UVs as a mesh? In this video I'll show you how, with a little help from Geometry Nodes and the Data Transfer Modifier! And also some info on projecting grid retopology onto non-square UV islands using Knife Project.
Follow me on Twitter for lots of WIP posts and quick tips related to geometry nodes and modeling anime girls!
twitter.com/AversionReality aversionofreality.com artstation.com/aversionofrealitySimple UV Retopology using Geometry Nodes in Blender 4.0aVersion Of Reality2024-03-07 | CHECK DESCRIPTION FOR UPDATES AND LINKS! If you have a clean UV map, retopology is easy! Marvelous Designer clothing is a classic case of having a funky mesh, but usually nice UVs. UV retopology is a standard workflow for clothing made in MD, but Blender hasn't had the option. But with Geometry Nodes, we can create it!
This video shows a quick example of straightening out a UV map and then using Geometry Nodes to make a UV space mesh and transfer the World Space Position through it to a new mesh.
I use the UV Toolkit addon in this video, but I realized after making it that its hard to find and the version I used may be paid only. It was Magic UV that comes with blender now. TexTools also has these features, but doesn't seem to have a blender 4.0 version yet. Many other UV addons also have these.
You can straighten loops with built in Align and Straighten commands, or by simply scaling. The Distribution command is available in the free version of UV Squares (Snap with Equal Distance): github.com/Radivarig/UvSquares
Follow me on Twitter for lots of WIP posts and quick tips related to geometry nodes and modeling anime girls!
twitter.com/AversionReality aversionofreality.com artstation.com/aversionofrealityCustomizing Normals - 9: How Tangent Normal Mapping worksaVersion Of Reality2022-12-29 | I will attempt to explain how Tangent Normal Mapping works in common terms and with plenty of visual examples. Normal mapping is one of the most powerful tools we have for achieving high quality custom normals. But it is difficult to use because it requires complete understanding to get it to do what we want. And it is hard to find a good explanation in terms artists will understand. So I shall attempt to make the explanation I wish I'd had when I was learning it!
This video will attempt to explain how it all works. It will be mostly theory. The next video will be the practical application.
Topics: - What Object Normals maps are - What Tangent Normal maps are - What a Tangent is - What a UV tangent is and why we need them - Creating Normal Maps without using the Bake system - Making a custom Normal Mapping group that allows arbitrary Normals - How to compute UV Tangents in Geometry Nodes
Timestamps: 00:00 - Intro 02:33 - 1: Object Space Normal Maps 04:39 - Color Space issues 05:35 - Remapping Range 06:47 - Object vs World space 10:31 - Texture bits 12:52 - Object Normals and Deforms 14:37 - Advantages of Normals as pixels 17:45 - The regular bake system is terrible 20:28 - 2: What a Tangent Map stores 25:56 - Getting the tangent space difference 28:56 - Rendering Normal maps without Baking 30:35 - 3: What is a Tangent? 34:40 - Exactly what a tangent space difference is 37:30 - Normal Mapping node group 41:25 - 4: What can be used as a Tangent? 44:43 - 5: Getting Surface Tangents 49:18 - Visualizing Surface Tangents with GeoNodes 52:27 - 6: UV Tangents 56:31 - 7: Custom Tangents 01:01:54 - Tangents and Blender's Custom Normals 01:05:37 - 8: Deformation Issues 01:10:08 - Baked Subsurf 01:13:18 - 9: UV Tangents in GeoNodes 01:23:47 - Tangent Sign aka W 01:27:08 - GeoNodes TBN viewer group 01:28:10 - OutroCustomizing Normals - 8: Combining Normals with Surface GradientsaVersion Of Reality2022-10-12 | So far in this series we've explored how to work with Normals in Geometry Nodes, and how to transfer them between meshes. Now we will get into our options to stack, layer, or otherwise combine multiple Normals together into a new shape. In this video we'll mostly talk about Surface Gradients as a prelude to Tangent Normal Mapping, which will come next.
Surface Gradients are a convenient way to add Normals together. You can't combine Normals by literally just adding them due to how the math works, so we convert them to a Surface Gradient first. And we can do that in either Geometry Nodes or Shader Nodes as the math is the same! But there are some limitations that we'll learn about.
Timestamps: 00:00 - Intro + Summary 03:08 - Mixing Normals with Mixing 08:18 - Combining Positions 13:23 - Surface Gradients 22:36 - Face Decal Example 28:35 - Bump + Object Normal Example 33:19 - Normal Map + Normal Map Example 37:00 - Tree Example 38:27 - OutroBuilding a Fancy Stylized Tree Shader in Blender 3.2aVersion Of Reality2022-08-08 | Learn a bunch about shading by making an excessively fancy tree leaf shader! Our subject is a spherical tree that will get custom radial Normals, mixed colors, and much more. We'll try to keep it compatible with Instancing and Scattering, but this tutorial isn't about those.
You do not need a huge amount of shader node knowledge to follow along, but this is probably above absolute beginners. There's lots of good foundational information like how to balance lights, map ranges, and mix colors. Also advanced stuff like lifting Normal Map details and applying them to Custom Normals via Surface Gradients!
Topics: - Balancing the Sun Light - How World Lighting affects shading - Basic and advanced Radial/Sphereical Normals - Faking Sun Angle in the material - Making fake shading (Lambert Shading) - Lots of color mixing and effects - Leaf Texture (alpha and Normal Map) - Randomized UVs - Getting Random Per Island in Eevee via Geometry Nodes - Compensating for Object transforms in Object based Normals - Mixing Noise into Normals for variety - Using Surface Gradients to combine Normal Maps and Custom Normals - Faking tree density with Object Coords - Using AO to darken and brighten things - Distance from Camera based masks - Tons of other random stuff.
Timestamps: 00:00 - Intro 03:44 - Starting Setup 06:12 - Balancing Lights 13:54 - Basic Radial Normals 18:43 - World Lighting 27:06 - Sun Angle 30:30 - Lambert Shading 47:50 - Mixing Colors 59:16 - Gloss? 1:03:30 - Leaf Alpha Texture 1:06:52 - Randomizing UV tiles 1:10:10 - GN Random Per Island 1:12:42 - Advanced Radial Normals 1:24:12 - Object Normal Transforms 1:37:40 - Normal Noise 1:44:17 - Surface Gradients 1:51:00 - Rendering Normal Maps 1:57:38 - Faking Density 2:07:27 - Ambient Occlusion 2:11:35 - Applying AO via Soft Light 2:14:43 - Noise Density 2:15:49 - Distance Masks 2:23:06 - ConclusionCustomizing Normals - 7: Building the Normals Canvas with Position TransferaVersion Of Reality2022-06-27 | If we want a good user experience while building up our Normals, then we need a good workspace. We've spent a lot of time learning how to manipulate our meshes into the right positions for transfers, and now we want to stick all that stuff in some handy node groups and never have to think about it again! In this video, we are building our Normals Canvas so that we can get to actually working with Normals themselves.
We start by learning more about Position Transfer, which can be used to attach or UV wrap meshes to each other (these are also great rigging tools.) Then we combine this new info with what we've already learned about UV flattening and Normal transfer to create the full setup.
Specific Topics: - Transferring Position in Geometry Nodes to: * Snap to surface (Shrinkwrap modifier style) *Attach to surfaces (Surface deform modifier style) * UV wrap meshes to surfaces (like nothing that currently exists) - Displacing to restore volume to flattened shapes - Transferring data in UV space - Saving Attributes to use later in the modifier stack - The new Blender 3.2 Named Attribute Nodes - Making a shapekey system, but in GeoNodes - Building a workspace/canvas for Normal transfers - Transforming between UV space and that workspace - Modeling a clean Uv source face mask - Tons of other Geonodes stuff!
Timestamps: 00:00 - In this video... 01:18 - Quick look at the setup 03:49 - 1: Position Transfer Examples 03:53 - Basic Position Transfer 10:22 - Position Offset Transfer 13:08 - Saving Position with Store Named Attribute 17:37 - Restoring volume with Displace 23:39 - Wrap to target via UV 32:08 - UV Flatten 35:55 - Transforming to/from UV space 49:55 - Mapping group (with reverse) 46:31 - Back to wrapping via UV 52:21 - Sphere unwrap example 56:05 - 2: The Normals Canvas 56:09 - Setup Overview 01:03:03 - The UV transfer setup 01:04:59 - Making Position Keys 01:12:00 - Back to the UV setup 01:13:48 - Head UV Reference 01:17:10 - Face mask Normals source 01:18:16 - UV wrapped Normals source 01:19:32 - Mesh Decals examples 01:20:22 - Normal Transfer group 01:27:03 - Modeling the UV Source face mask 01:40:07 - OutroCustomizing Normals - 6: Fixing Transfer Distortion with Position TransferaVersion Of Reality2022-05-30 | To get clean transfers, we need to close up gaps between or align our meshes. In this video, we apply what we've been learning about transferring data with Geometry Nodes to transfer Position of one mesh to another. This is similar to earlier videos where we solved the 'Air Gap' issue with Shrinkwrap, but this time in Geometry Nodes! And we use UV transfer to visualize the distortion of our transfer. And we learn how to flatten a mesh to its UV map.
In our final setup, we'll only need to do this once to get a clean UV transfer. After that, we'll use the UV map itself as the intermediary transfer mesh (we'll get into that in the next video.) But if you aren't going to be transferring multiple things and only have one Normal source, then you can just employ this method on that directly.
Specific Things: - Vizualizing transfer distortion with UV map + grid material - Snapping things to each other by transferring Position - Proximity transfer and Raycasting Position and UVs - Examples of different mesh transforms and their impact on transfer distortion - Fixing center line transfer issues - Convenient Normal Transfer group - Flattening a mesh to its UV map
Timestamps: 00:00 - In this video... 02:44 - 1: Airgap Issues 06:51 - 2: Visualizing Transfer Distortion 06:56 - Face Mask UVs 14:45 - 3: Position Transfer examples 19:55 - Ray Cast Visualization 24:07 - Fixing mesh center line position 27:06 - 4: Normal Transfer Example 30:55 - Get Normals group 38:35 - 5: Flattening to UVs 48:17 - Flattening to Raycast UVs 49:45 - OutroCustomizing Normals - 5: Transferring Normals in Geometry NodesaVersion Of Reality2022-05-16 | How to transfer Normals between meshes with Geometry Nodes in Blender 3.1. Transferring is common and easy in GeoNodes, but there are many details specific to Normals to keep track of. We'll create the GeoNodes equivalent of Nearest Face Interpolated and Projected from the Data Transfer Modifier, as well as several other features.
Topics: - All about transferring Normals in Geometry Nodes - Recreating Most of the Data Transfer Modifier
Specific Concepts: - Transfer Attribute Node - Geometry Proximity Node - Raycast Node and Projection Setups - Object Info Node (deep lore on Relative) - Object Transforms and applying them to Normals - Transferring Generic Attributes - Tons of other Geonodes info
Timestamps: 00:00 - Intro 02:37 - 1: Basic Proximity Transfer 09:00 - Other inputs 14:28 - Geometry Proximity 18:28 - Performance check 21:49 - 2: Raycasting 34:32 - 3: Projected Transfer 46:48 - 4: Objects and Organization 46:54 - Applying Object Transforms 53:43 - Modifier Order 56:33 - Transferring Generic Attributes 01:00:27 - OutroCustomizing Normals - 4: Getting Normals from Geometry NodesaVersion Of Reality2022-05-02 | How to get Normals from Geometry Nodes in Blender 3.1. GeoNodes don't currently support the Custom Normals we are used to. We can use the Attribute system to get Normals from our mesh and pipe them into our Material, but we need the correct setup or they won't work right. And if we want things like Sharp or angle based edge splitting, we need to create them ourselves.
The Node groups are fairly simple and are shown at the start. They are also available for download below. This video goes into a lot of detail on basics of the Geonodes setup since most people are not familiar with them yet. And there's a lot of info about Normals and Interpolation, and issues that arise. You don't need to know all that to use these groups, but understanding it all will help you avoid problems when building more complex setups.
Topics: - Getting Normals from GeoNodes into Material Nodes - Getting Attribute Normals to match regular Normals - Splitting Attribute Normals to mimic Autosmooth and Sharp
Specific Concepts: - GeoNodes Basics: Modifier, Groups, Spreadsheet - GeoNodes Limitations: No Custom Normals, Sharp - Attributes: Type, Domain, Input/Output, Conversions - Vector Math: Distance, Length, Normalize - Lots of random problems and caveats
NOTE: I didn't cover Object Transforms, so these Attribute Normals won't be changed by Object level Rotation/Scale, only mesh level deforms like rigging. We'll cover Object level transforms later.
00:00 - In this video... 01:56 - Node Group Overview 06:30 - 1: Geometry Nodes basics 10:38 - 2: Understanding Attributes 19:49 - Creating Generic Attribute Normals 25:45 - 3: Explaining Attribute Type and Domain 32:54 - 4: Vectors and Normalize 41:27 - Troubleshooting differences 45:35 - Interpolation problem example 49:51 - 5: Backface Invert 51:33 - 6: Split Normals 53:20 - Split Sharp 01:04:12 - Angle Split 01:09:00 - 7: Transfer Split Normals 01:11:58 - Use Limit Surface/float precision issue 01:14:44 - OutroCustomizing Normals - 3: Advanced Normal Transfer Setups and LimitationsaVersion Of Reality2022-04-16 | A deeper look into advanced Normal Transfer setups using the Data Transfer Modifier in Blender 3.1. In the previous video we identified several problems. Now we'll see how to solve many of them by using multiple Data Transfers and multiple Source and Destination meshes. We'll also learn more about options for adding details. There are many limitations, and many things that nearly work. Understanding them prepares us to later solve them in Geometry Nodes.
Topics: - Chaining multiple Data Transfer modifiers - Solving transfer accuracy issues - Dealing with Dependency Cycles and update issues - Displacing new details - Mix modes - Projecting from detail decals - Transferring to surface decals - Issues transferring from multi-part meshes - Decals and Object Space Normals issues - Flat transfer setup - Brief preview of UV transfer - A Data Transfer bug?
00:00 - In this video... 01:40 - The airgap problem 02:35 - Shrinkwrapping Source to Destination 02:59 - Dealing with Dependency Cycles 06:20 - Chaining transfers to the Source mesh 07:49 - Shrinkwrapping Destination to Source 08:50 - Casting to the same shape 10:09 - Displacing new details 13:50 - Mix Modes 15:09 - Transferring details from Decals 18:10 - Vertex Group Masking detail transfer 20:50 - Fixing decal margins 23:41 - Jagged shading problems 24:45 - Transferring to Surface Decals 27:51 - Issues with transferring from merged meshes 29:23 - Object Space Normals problem 32:44 - Flat Transfer setup 36:28 - Quick UV transfer preview 38:02 - Transfer bug to watch for 40:53 - OutroCustomizing Normals - 2: Basic Normal Transfer Options and IssuesaVersion Of Reality2022-04-06 | A tour through several basic Normal Transfer setups using the Data Transfer Modifier in Blender 3.1. We'll get to know how the modifier works, its options, and typical setups. Basic setups can only accomplish so much, so we'll be taking notes of what works and what doesn't. In the next video we'll work up to advanced setups to resolve some of those issues, and then later take what we've learned into Geometry Nodes to get the most power and flexibility.
Topics: - Mapping Types (Nearest, Projected, Topology) - Accuracy issues with proximity mappings - Vertex Normals vs Custom Normals (aka Split Normals) - What you can change and still Topology Transfer (Face Corners) - Getting uneven topology into clean shapes - Stopping Subsurf from reintroducing interpolation problems - How Rigging/Deformations hold up in different setups - A ton of other stuff that came up and I didn't make notes about.
00:00 - In this video... 01:08 - Note on game engine stuff 01:54 - Interface and material setup 03:22 - Basic sphere transfer setup 03:49 - Projected Face Interpolated Mapping 09:20 - Nearest Face Mappings 10:57 - Rig check 13:14 - Mappings examples 16:30 - Projecting Normal decals 20:32 - Mapping accuracy issue 22:05 - Topology Mapping 23:36 - Mesh element indices 25:22 - Index order examples 27:14 - Face Corners and Split Normals 34:19 - Casting the head to clean shapes 41:52 - Topology mapping summary 43:28 - Topology mapping and rigging 46:38 - Basic Normal transfer summary 47:24 - OutroCustomizing Normals - 1: Series Overview + The ProblemsaVersion Of Reality2022-03-21 | UPDATE: Here's a blog post summarizing a lot of info from this video in text+GIF form: http://www.aversionofreality.com/blog/2022/4/21/custom-normals-workflow
A new series on Customizing Normals in Blender 3.1 for clean shading and stylistic control. We'll be learning a Normal Transfer based workflow where we model the shapes we want, transfer them to our main mesh and combine them together, then bake them to textures. We'll start with simple options using the Data Transfer Modifier, then get into Geometry and Shader Nodes.
This first video is the series overview. It previews a wide variety of tools and setups we'll be learning about, and goes into detail on what exactly the problems are, why we have them, and how they can be solved.
00:00 - Part 1 intro 00:53 - Plane topology comparison 02:42 - Face topology comparison 06:20 - Summary of my experiments 18:55 - The Geonodes transfer setup 26:11 - Series topics list 27:14 - Part 2 intro 27:33 - Normal display material 28:38 - Looking at more topology 29:56 - The mysteries of triangles 32:28 - Understanding vertex normals 40:32 - Back to those damn triangles 42:48 - What Autosmooth/Sharp are doing 44:09 - The Deformation problem 47:12 - Face deformation comparison 48:20 - OutroClean Toon Face Shading with Object Normals in BlenderaVersion Of Reality2021-09-05 | UPDATE: Article on implementing Generated Normals in Unity by @panthavma http://panthavma.com/articles/shader-blender-to-unity
Tired of toon shading looking like crap on your model's face? Do you also hate doing Normal and topology editing to fix it? Here's another method! Our mesh Normals are the source of all our shading problems, so let's stop using them! Instead we'll build new, clean Normals out of Object Coordinates and math.
This video is an intro to this method of fixing face shading. I have not been working with it long, so expect more videos on this subject and improvements to the setup. (Blender 2.93)
The Cybergirl Full 3D model file is available in the latest BNPR.org BEER render engine fundraiser pack (it has not been updated with this setup yet): bnpr.gumroad.com/l/BEER6
00:00 - Title info card 00:10 - The problem and solution 02:13 - What we're covering 03:06 - The test setup 03:32 - Understanding Mesh Normals 08:16 - Understanding Object Coordinates 13:35 - The Depth issue 15:24 - Shaping the new Y Normals 18:44 - Shaping X 21:04 - Shaping Z 22:06 - Other shapes 24:28 - The nose 27:51 - Object Coord Rotation issue 32:48 - Accessing attributes 35:02 - Masking the generated Normals 36:11 - Limitations of the method 36:38 - Big deformations 37:49 - The jaw deform 38:54 - Handling other deforms 40:31 - Images for optimization? 41:05 - Do normal maps work? (yes) 42:37 - Note on game engines 43:06 - Setting it up (recap) 46:13 - Special thanks and some turntables 46:51 - Files are available and plz support meFinalizing Renders With Paint LayersaVersion Of Reality2021-08-23 | How do you put the final touches on a render, or spot fix small issues? This is always a problem, and its especially complicated with NPR styles that need to avoid looking too 3D. My latest project experimented with rendering the passes of my shader out separately, then recombining them in a new file as textures. This allowed me to get the best of 3D, compositing, and a digital paint layer stack to make corrections and add new elements that Eevee doesn't support.
This video is a breakdown of my whole setup/process, how I used it, and how to make it yourself. (Blender 2.93)
--------------------------------------------------- All of the files shown in this video are available.
The Cybergirl Full 3D model file, as well as the full project files, are all available in the latest BNPR.org BEER render engine fundraiser pack. This is the only place to get the actual character model file, and the best value: bnpr.gumroad.com/l/BEER6
The basic shader and paint stack files, as well as the actual project paint stack file, are available to my tier 2+ Patrons through the end of Sept 2021: patreon.com/aversionofreality
00:00 - Intro 04:31 - Layer combine animation 04:53 - In this video... 06:04 - Workflow Walkthrough section 06:14 - Materials and shader groups 08:20 - Layers out group 09:55 - Cycles layers 12:33 - Compositor and passes 15:56 - The combine/paint file 18:12 - Effects used section 18:24 - Shadow changes 19:29 - Toon layer changes 19:45 - Paint over layers setup 22:28 - Shading layer changes 23:03 - Gloss layer changes 23:25 - Diffuse color border lines 24:13 - Indirect light changes 26:15 - World color setup 26:59 - Grease Pencil lines cleanup 28:38 - Filter based edge lines 30:17 - Rimlight 32:40 - Glow/Bloom 34:01 - Background 35:07 - Limitations section 35:24 - GP occlusion/depth problem 38:17 - Eevee texture limits per material 39:50 - VRAM with huge textures 40:32 - No "layer" blending 41:09 - Shot specific material changes 41:32 - Baked normal bevel 43:11 - Gloss flatten override 44:18 - Boring details section 44:39 - AOV problems 47:50 - Compositor details 50:11 - Image format concerns 53:21 - Image bit depth concerns 56:28 - Instanced collections and visibility 01:00:47 - Reprojecting Grease Pencil lines 01:03:17 - Setting up a file and appending GP lines 01:08:50 - File releases 01:10:23 - Shilling the PatreonChanging Materials By Layer in BlenderaVersion Of Reality2021-07-03 | Want to render the same objects with different materials on different layers? With the help of some scripting, you can! This video will demonstrate two ways of switching what material nodes are being used on different render layers, the pros and cons of the methods, and other issues to watch out for. (Blender 2.93)
00:00 - Title Card 00:10 - Layer preview 00:58 - AOV limitations 01:58 - Video Overview 03:41 - The Basic script 08:37 - Testing Driver Mix on character 10:18 - Checking render time 11:10 - Note on packing data into Color Passes 12:44 - GPU Instruction Limit error 14:18 - The Node Switching script 16:17 - Driver Refresh 17:11 - Testing Node Switch on character 18:33 - Checking render time again 19:13 - Recap 21:00 - Don't be put off by complexity 21:38 - Possible Eevee upgrades coming 22:13 - OutroRendering Paint Layers in BlenderaVersion Of Reality2021-06-04 | Digital painters are used to working with separate layers like shading, color, highlights, etc. This video shows how to make shaders that use these same layers instead of the regular passes, render them out, and then recombine them into a painting setup in Blender or other programs.
In this video: - A look at a complex paint setup from my Reimu project. - Walkthrough of a simple setup to output custom layers using Eevee and AOVs. - Recombining the passes for painting in Blender. - Recombining the passes in Krita. - Adding additional paint layers in Blender.
The example files used are available on Gumroad here: gum.co/p_layers
00:00 - Title Summary Card 00:10 - Example complex paint setup in Blender 03:33 - What we're going over in this video 04:10 - Files are available 04:24 - Note on future videos on this subject 04:41 - The basic shader setup 06:36 - AOVs (Arbitrary Output Variables) 07:47 - Outputs in the Compositor 08:26 - Specular combined into RGB 09:17 - Compositor Combine and adjustments 10:59 - Saving images with File Output Node 13:22 - Combining layers in paint file 17:04 - Combining layers in Krita 20:54 - Adding paint layers in Blender 26:46 - Looking at the Reimu paint setup again 28:15 - Recap 29:00 - OutroFaking Toon Metallic Reflections in Blender 2.9aVersion Of Reality2021-05-28 | How to get a toony look for metallic reflections using textures with various mapping methods.
In this video: - Limits of Eevee reflections (screen space or baking) - Fake reflections using Reflection mapping. - Fake reflections using Matcaps. - Fake reflections using UVs + layer weight.
00:00 - Summary card 00:10 - The Nodes 00:16 - Metallics on the CyberGirl 02:34 - What is real chrome like? 03:06 - Real Reflections in Eevee and Cycles 04:15 - Reflections from HDRI images 06:03 - Reflecting other objects 07:42 - Limitations of Eevee reflections 09:37 - Texture Options 10:15 - Reflection Texture Coordinates 16:33 - Matcaps 23:11 - Static Textures 27:35 - Adding movement with Layer Weight 32:43 - The full effect on the CyberGirl 34:02 - Recap and OutroRigging a Stretchy Skirt in Blender 2.9aVersion Of Reality2021-05-03 | Rigging a Stretchy Skirt in Blender 2.9
An in-depth look at creating a short, tight, stretchy skirt or dress and rigging it to behave properly without cloth simulation.
This tutorial covers: - Modeling the skirt. - Setting up the bones and weights. - Using Corrective Smooth modifier to get a stretchy look. - Fixing intersections with Shrinkwrap Modifier. - Automatically adjusting the skirt length with Drivers. - Preserving volume with corrective bones. - A bunch of weight painting (watch at x2 speed if you're experienced at this).
00:00 - Intro 02:03 - Body Overview 05:32 - Modeling the Skirt 15:22 - Bone Setup 19:54 - Weight Painting 25:16 - Corrective Smooth Modifier 26:38 - More Weight Painting 33:24 - Shrinkwrap Modifier 40:40 - Corrective Smooth and Subsurf 44:33 - Rear Correctives 53:21 - Length Driver 59:19 - Front Edge Fix 1:00:26 - Recap and Review 01:02:50 - Further Options 01:03:59 - Plz Support on Patreon/Gumroad :)Random Modular Textures in BlenderaVersion Of Reality2021-04-05 | Randomized Modular Textures — each duplicate of the object has a different selection of 3 random Symbols from a sheet of 9, one Border of 6, and random colors.
This tutorial teaches you how to make a node setup that gets a random tile of an image by manipulating the UV coordinates. There are several core node groups that can be reused, and example groups built around them that are specific to making these cards from my Reimu project. (Made with Blender 2.92)
This file was originally the March 2021 reward for my Tier 2+ Patrons. Thank you all for your support!
00:00 - Title Card 00:10 - Introduction 00:49 - Plz buy stuff ^_^ 01:09 - Setup Overview 02:38 - Starting setup 03:15 - Notes on UVs 03:54 - Understanding Mapping Node behavior 05:52 - Isolating a symbol 07:56 - Making group controls behave properly 11:39 - Fixing the transform pivot point 15:46 - Masking off the selected area 21:16 - Making the 3 symbols 27:14 - Different values for different areas 28:07 - How to get Random Numbers 31:06 - Building a Random Numbers group 33:19 - Using the Random Numbers 34:30 - Random per Island 36:52 - UV border margins 40:40 - The Border texture 42:14 - Masking the colors 42:32 - Randomizing colors 44:20 - Mega Color Mix node 45:41 - We're done! 46:10 - Thank you and outroProjected Texture Eyes - 13: Finishing TouchesaVersion Of Reality2021-03-31 | Projected Texture Eyes in Blender 2.9, Part 13: Finishing Touches Some constraint changes and handy driver controls, then a walkthrough of attaching the eyes to a character with a Rigify Rig.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the (now updated!) file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Title Card 00:10 - Intro 00:20 - Offscreen improvements 00:44 - Object changes 01:07 - Bone changes 01:56 - Depth offset fix changed to Attribute 03:09 - Other Drivers added 03:23 - Bend Driver expression 05:35 - Iris displace amount Driver 06:49 - Adding the Eyes to a character 07:34 - Append the Eyes 08:14 - Position the Eyes 09:38 - Apply the Pose 10:11 - Bone Layers 11:12 - Merge the rigs 12:46 - Setting up eyes_follow 18:24 - Adjust Limit Rotation constraints 21:06 - Reminder on how to change scale, size, etc 23:09 - Note on using for multiple characters 24:19 - Testing with a Pose 25:14 - Eyes following Camera test 26:15 - Possible future features 27:18 - Special thanks and ConclusionProjected Texture Eyes - 12: The CorneaaVersion Of Reality2021-03-28 | Projected Texture Eyes in Blender 2.9, Part 12: The Cornea Making the Cornea mesh layer non-destructively using modifiers. And also the material and a couple more bones.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Title Card 00:10 - What we're making 01:02 - Geometry made with Solidify 02:45 - Adjusting displace mount 05:09 - Non-mirrored catchlight bones 08:40 - Mirroring drivers+material 11:43 - Catchlight material 13:34 - Adjusting shaders 16:12 - Recap and test 17:25 - Coming next 17:59 - OutroProjected Texture Eyes - 11: Driven Texture OffsetaVersion Of Reality2021-03-28 | Projected Texture Eyes in Blender 2.9, Part 11: Driven Texture Offset Bringing a bone's loc/rot/scale into the material with Drivers and Attributes, and using it to control textures.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Title Card 00:10 - Overview 02:17 - Bone setup 03:12 - Material setup 04:35 - Attributes vs Driven nodes 05:47 - Attribute setup 07:22 - Prop Driver addon 07:59 - Fixing Driver space 08:40 - Fixing bone orientation 09:24 - Setup Attribute nodes 10:26 - More bone axis problems+fixes 12:39 - Node group setup 13:04 - Why its only used to offset existing vectors 13:36 - Correcting scale 18:19 - Adjusting texture to match bone loc/rot/scale 20:06 - More scale concerns 23:04 - Fixing Depth issues 25:11 - Using it with UV/Image textures 28:13 - Recap 28:51 - Coming next 29:00 - OutroProjected Texture Eyes - 10: Control BonesaVersion Of Reality2021-03-26 | Projected Texture Eyes in Blender 2.9, Part 10: Control Bones Setting up the control bone layer, attaching the objects to the rig, and fixing some unpreditable issues using Drivers.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Title Card 00:11 - Intro 00:27 - Control Bones overview 01:11 - Bone setup 06:04 - Constraint setup 09:06 - Transform locks 10:18 - Attach objects to rig 17:20 - Limit Rotation 18:35 - Iris depth driver 24:40 - Iris depth compensate driver 30:20 - Coming next and outroProjected Texture Eyes - 9: Bone SetupaVersion Of Reality2021-03-25 | Projected Texture Eyes in Blender 2.9, Part 9: Bone Setup An overview of the rig and how it works, and setting up the first layer of bones and constraints.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Title card 00:11 - This video assumes you have some rigging knowledge 00:32 - Overview of the rig 01:08 - Control bone layer 01:25 - Custom shapes 02:03 - The sides of the rig 02:23 - Fitting bones 03:09 - Reference sphere position 03:40 - Note on non-spherical rigging 04:10 - Rotational offset bones 05:01 - Making all the bones 09:51 - Parenting hierarchies 11:16 - Tracker bone constraints 12:17 - Track offset constraints 14:38 - Target bone constraints 15:18 - Eye tracker follow bone 17:38 - Constraining the Empties 20:11 - A note on issues from mixing iris and pupil coords 20:52 - OutroProjected Texture Eyes - 8: Bend and DisplaceaVersion Of Reality2021-03-24 | Projected Texture Eyes in Blender 2.9, Part 8: Bend and Displace Setting up the bend and spherical iris displacement using Simple Deform and Displace modifiers.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 00:10 - Prepare geometry and empties 01:55 - Bend Lattice setup 03:46 - Bend lattices with simple deform 05:13 - Why not simple deform the mesh directly? 06:57 - Planning bend amount with reference sphere 08:43 - Displace modifier setup 09:28 - Displace texture setup 10:38 - Old procedural sphere limitations 12:24 - Displace with an image texture 13:43 - Scaling the tex with Crop 14:28 - Making the displace tex in Cycles 17:34 - Saving/baking Cycles tex to image 18:19 - Fixing bad edges with Smooth modifier 20:01 - Build the right side of the setup 21:14 - Recap and OutroProjected Texture Eyes - 7: Iris TextureaVersion Of Reality2021-03-23 | Projected Texture Eyes in Blender 2.9, Part 7: Iris Texture An example Iris texture setup using multiple elements and some tricks.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 01:34 - Iris texture components 03:15 - Group setup 03:45 - Procedural sparkles 06:54 - Radial/Polar mapping 12:56 - Using an image texture 17:21 - Inner Iris line 22:56 - Inner line vector mix 25:01 - More cleanup 25:52 - More adjustments 27:56 - OutroProjected Texture Eyes - 6: Mask Group SetupaVersion Of Reality2021-03-21 | Projected Texture Eyes in Blender 2.9, Part 6: Mask Group Setup Using the Gradient Mask group and RGB curves to setup masks for different areas of the eye.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 00:10 - Shapes with RGB Curves 01:09 - Mask group overview 02:00 - Node group setup timelapse 03:45 - Mask size config 06:18 - Fake eyelid shadow 09:43 - Lower iris lighten 13:08 - Pupil darken 15:46 - Group cleanup 16:06 - Review 17:47 - Coming up next 18:34 - Outro plugProjected Texture Eyes - 5: Gradient Lines and MasksaVersion Of Reality2021-03-17 | Projected Texture Eyes in Blender 2.9, Part 5: Gradient Lines and Masks Creating a handy group for creating masks and lines from any gradient texture.
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 00:11 - Making the masks with Color Ramps 03:02 - The group we're building 04:28 - Map Range is a 2 stop color ramp 07:23 - Interpolation options 09:05 - The sections of the group 09:54 - Position and Thickness setup 10:48 - Using Maximum node to set a minimum value 13:39 - Splitting the Thickness 14:54 - Setting up the Group 15:46 - Making a line with Absolute math 17:44 - Line relative position 19:10 - Feathering the line 20:36 - More node organization 21:13 - Zero thickness fix 23:04 - Group outputs 23:46 - Feathering the masks 25:43 - Third output and mask setup 27:11 - Line offset 28:53 - The endProjected Texture Eyes - 4: Vector Group SetupaVersion Of Reality2021-03-10 | Projected Texture Eyes in Blender 2.9, Part 4: Vector Group Setup Putting together the Vector Group, giving it some controls, and dealing with some related issues. (Sorry about the audio still. Last one with these bad settings.)
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 00:10 - Empty Object setup 01:39 - Object Coord node setup 02:12 - Vector Group inputs 05:10 - Scale controls 06:24 - Left vs Right Objects 08:35 - Flip Right Eyes 09:55 - Pupil nodes and cleanup 11:46 - UV scale input 12:39 - Outputs and cleanup 15:03 - Recap of Vectors 16:22 - Up Next and OutroProjected Texture Eyes - 3: UV Mapping OptionsaVersion Of Reality2021-03-06 | Projected Texture Eyes in Blender 2.9, Part 3: UV Mapping Options How to make multiple useful UV map setups — either as individual actual UV maps, or using nodes. (Sorry about the audio still. I recorded a bunch with bad settings.)
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 00:10 - Geometry Dimensions 01:25 - The Different UV Mappings 03:51 - Mirror Modifier UV Offset 05:30 - Left vs Right Vector Mix 06:44 - Flipped UVs 08:05 - Extended UVs 10:41 - Extended UV Painting Issues 11:26 - Extended UV Map 12:36 - OutroProjected Texture Eyes - 2: Object vs UV CoordinatesaVersion Of Reality2021-03-02 | Projected Texture Eyes - 2: Object vs UV Coordinates
Projected Texture Eyes in Blender 2.9, Part 2: Object vs UV Coordinates Understanding the difference between Object and UV texture coordinates, how they behave, and how to use Image Textures with Object coordinates. (Sorry, some audio issues, still working on that.)
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 00:10 - Vector Group summary 02:45 - UV and Object behavior 06:16 - Object Texture Size 07:50 - Vector Ranges 11:15 - Mapping Node 13:05 - Radial Texture Node 14:53 - Drawing a test image (badly) 15:40 - Images and Object Coords 17:26 - Object to UV group 20:42 - Recap of the group 21:05 - Coming next videos 21:17 - Obligatory page pluggingProjected Texture Eyes - 1: Series OverviewaVersion Of Reality2021-03-02 | Projected Texture Eyes in Blender 2.9, Part 1: Overview A quick look at what we'll be covering in this series. (Sorry, audio isn't great, still working on that.)
Projected Texture Eyes is a method where you move the texture across the geometry, instead of moving the geometry itself. I've used this method in most of my characters, including my Reimu and Rei projects. This setup is a convenient group with multiple useful nodes to help you build your own setup, or you can use existing procedural or image textures. Comment, or message me on social media if you need help! (See About page for contact info.)
If you want to support me, the file is available for my tier 2 Patrons through the end of March ($4), or on Gumroad ($6). Or follow the videos to build it yourself! And please Like and Subscribe, and follow me on Twitter for regular posts.
00:00 - Intro 00:10 - Problems with big toon eyes 02:13 - Shameless Patreon plug 02:50 - Features summary 06:34 - Fitting to the head 07:05 - Eyes following camera demo 07:23 - Like and Subscribe!Reimu Project Overview: Blender 2.9 EeveeaVersion Of Reality2021-01-27 | An overview of my Reimu project using Blender 2.91 and Eevee Render (Spring 2020). Walks through each major part of the character and how it was made, including the body, clothing, eyes, hair, rigging, and more. (Note that this is a description of how things were done, not a step-by-step tutorial. Those will come next!)
If you like this content and want to help me produce more, please Like and Subscribe, follow on Twitter, and support me on Patreon. Even a little bit of support will let me spend more time making tutorials!
00:00 - Intro 01:06 - Body 06:12 - Clothing 12:51 - Hair Modeling 26:48 - Hair Rigging 32:02 - Rigging Nodes 34:54 - Eyes 41:19 - Materials/Rendering 50:33 - ConclusionaVersionOfReality Live StreamaVersion Of Reality2020-07-07 | ...Understanding Curve + Simple Deform modifiers (for mesh Hair)aVersion Of Reality2020-04-15 | UPDATE: I'm now on Patreon! patreon.com/aversionofreality
My previous video on making Anime/Manga mesh hair in Blender 2.8 by modeling it flat and then wrapping it with modifiers caused a lot of questions about the exact details of the modifier setup. Here's a followup video to explain it in detail, and you can get the .blend file too.
It covers getting your mesh to point in the correct direction compared to the curve, bend the right amount, converge to the right point, and more. Most of this information is general to understanding Curve and Simple Deform, so even if you haven't seen the previous video, or aren't making hair at all, it may still help.
Get the file here (Free! Donations appreciated): gum.co/cRiOn
In this tutorial: 00:00 - Axis direction and the Curve Modifer 08:40 - Making a plane face forward on a curve 11:31 - What to do with origin points 14:54 - Understanding Bends with Simple Deform 17:53 - Correct aspect with Tweak Lattice 20:10 - The full quarter sphere wrap setup
A follow up to my previous Eevee toon shader tutorial showing a more complex project. Using Blender 2.81, Eevee, Cycles, and even a bit of the upcoming LANPR line engine. Eevee can perform like a render engine, 2D digital painting layer stack, and compositor, all at the same time!
In this tutorial: - Spot fixing bad shading by painting into Eevee - Adding extra detail by painting on top of Eevee - Easy Pre-rendered light layers from Cycles - Using Eevee to adjust and manage light and effect layers
This will make more sense if you watch the previous Eevee Toon Shader tutorial first: youtu.be/iSzNZW0Q2HE
A complete guide to my current character illustration shader+workflow in Blender 2.8. In this tutorial: - Eevee Toon shaders: How they work and limitations - Comprehensive explanation of the entire node group - Editing passes with texture painting - Compositing indirect light from Cycles
The test file containing the shader is available here for $0 (donations appreciated!) gumroad.com/l/WbmuK