![]() ![]() Having achieved a one color style, we'll now do two colors like a typical toon-shader.Ī typical toon look is a two-colour shader with a sharp separation between the two colours. In the Compositor, add another RenderLayer node, select the LineLayer and use another Alpha Over to combine this with the diffuse color pass and the background.ĭiffuse color mixed with yellow background and freestyle layer Two Color Remove any Freestyle Line Sets from the RenderLayer and add one to the LineLayerĪlso turn off the Use Surfaces etc. It's best to render these on a separate layer so that separate effects can be applied to the rest of the image without changing the lines. ![]() Most NPR styles will use freestyle lines. Kite compositor reddit how to#How to make the diffuse color pass available In the second the diffuse color pass as been superimposed over a yellow background using the Alpha Over node. In the first image the background is transparent. Here's a normal render layer and the same scene using the compositor to only show the diffuse color pass. Under Properties -> Render -> Film set the background to transparentSampling can be set very low (10) and light path bounce need to be set low or zero for these styles to give hard edges between color areas. The World background is set to a Strength of 0.0, making the only light that from the sun lamp. (The lamp isn't needed for the flat style, but helps you to see what's going on in render preview) The lighting here and for the following examples is a single sun lamp with the size set to less than 0.0. Flat Colourįor the first example we'll produce a completely flat style using the diffuse color pass and use the compositor to just add a plain background and the freestyle lines as separate layers. Blender is more versatile as the nodes are live and you can twiddle setting deeper down the node stack at any time. Each node is like applying a filter or color correction to a layer. Using the compositor is like using GIMP as an image processor. I'll detail these where they're important. Many NPR techniques rely on particular lighting setups, or setting of the World background. I'm interested in a wider range of NPR looks than toon or cell shading, but studying how these are done gives access to techniques to experiment with. This breaking things down, and building back up means I have some hope of making a directed change rather than randomly fiddling on somebody else's insane 100 node setup nested 3 groups deep. More complicated effects can then be made by combining groups once they're understood. These also make for node trees that can be shown in a simple screen shot. My aim, in pulling a node tree apart, is to get a material or compositor with no-more than 10 to 12 nodes, in two to three groups, where each group has a clear function. Human brains (or mine at least) learn stuff by clumping things up into groups, and then clumping the groups into bigger groups and so on. I know I understand it when I can do that and write a blog post about it. Once I can rebuild an effect from an empty blend file, then I hopefully understand it. My experimental or learning method is to take someone else's work, often from BlendSwap, sometimes an on-line tutorial, and pull it apart and delete bits until it stops working. Kite compositor reddit code#I intend to do to some later posts on using cycles shaders for NPR.ĭisplaying Plots Sidebar: If you are running the example code in sections from the command line, or experience issues with the matplotlib backend, disable interactive mode by removing the plt.ion call, and instead call plt.show at the end of each section, by uncommenting suggested calls in the example code. This first post is about using post-render compositing as its something I've very rarely used. I've been experimenting with the different ways to achieve NPR (non-photo realistic rendering) in Blender. Most of my Blender work is abstract or mathematical and very rarely photo-realistic. ![]()
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