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Lets have a shader thread I guess?

Can I see any documentation/info on the shaders from LoZ:BotW? I'm looking to replicate their shaders in blender cycles

I'm mostly curious about their fresnel effect which seems independent of geometry since it's fixed width no matter how high/low poly the surface it's hitting is (e.g. it doesnt deform with the triangles on Link's arm any differently than his face despite his arm being much lower poly than his face geo). Looks like a nice penstroke.

you can see the effect im talking about in pic related, rly curious about this
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>>600967
Same here.Something like this?

http://i.imgur.com/PDVK5s9.gifv
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>>601015
Suzanne looks lewd in this
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>>601015
Color Ramps based on light incidence
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>>600967
>http://i.imgur.com/PDVK5s9.gifv


Good luck anon. I've searched for several months and got nowhere with that. The texture of BOTW characters are really simple so its all just shaders.

I tried to implement in Unity and it impossible.

I've moved on to another style.

There probably several people working several months on the shader, it impossible for one person to do.
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>>601030
>I tried to implement in Unity and it impossible
Surely someone has or could code a unity cartoon shader that would react to light/shadow values and have a fresnel outline

Here you can better see how the toon shader reacts vs a standard one because of a glitch in the Bridge of Eldin
https://www.youtube.com/watch?v=jCNF7g8P6RQ
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>>601030
Here's the thread i found this >http://i.imgur.com/PDVK5s9.gifv in.

https://www.reddit.com/r/blender/comments/64zv1d/cel_shader_zelda_botwstyle_blend_file/


There's also this gentleman i heard of that has very nice cel shading in his "animations".

Sable serviette
https://e621.net/post/show/1395774/2017-3d_-artwork-all_fours-amber_eyes-animal_human
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>>601045
dude what the fuck
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>>601045
>"well... that escalated quickly..."
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>>601045
So...what exactly is the problem here?
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Is there a way to import new shaders onto Maya at all? Where do you even look for these things if you can?

Every once in a while this topic piques my interest but all I get are vague responses telling you to either create a new shader library folder, upload some files to it and run some arbitrary MEL line in the editor itself or go straight for the node graph and make your own shaders... I was looking for something more akin to cubed shaders for Unity that Tupper recommends you use for VRChat.

I mean, putting new shaders in Unity is so dead easy, you just double click a pack file, it gets added to your project, you select it from a drop-down list, it just works. There's 26 pages of Shaders in the Unity store you can access right from the editor and add to your project, and in Maya this just seems horribly bad and underdeveloped.
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>>601043
there's one built into unity that looks fine and is editable
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>>601045
>"animations"
is there something about sex that makes the illusion of movement not animation anymore?
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>>600967
>looking to replicate their shaders in blender cycles
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http://www.hedfiles.net/PixelShader/
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>>600967
Actual game developer here.

That's not fresnel. It's just an inverted outline that is offset according to the light vector. It's just four or five lines of code.
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>>601160
holy crap
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>>600967
Btw BOTW has normal maps. The Albedo/Diffuse maps are extremely simple. The Normal and Ambient occlusion maps are low res but look pretty high detailed despite their 512x512 res. I'll upload some pics later.

>>601160
I'm new to this 3D thing. How does one made a node for this in blender? Or Maya?
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>>601250
What part of that is 'holy crap?' I'm sure you know what 'inverted outline' means. Light vector is essentially the direction the light is facing.
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>>601560
its just something i hadnt thought about in regards to this effect
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>>601060
In Maya, shaders are provided by render engines. They all work a bit differently. If you want to write your own, you can use Open Shader Language in Arnold or Renderman. You can drop OSL shaders in a directory then they're added and ready to go. The difference with Unity is there's no serious community for this stuff because the default shaders tend to be good enough for any hobbyist/indie use.
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>>601060
You can build your own shader in Maya and replicate the functionality. It's not that hard because no matter what render engine you use the principles are the same. You need facing ratio and stuff, easy stuff.
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I has a few questions.

What the fuck is #pragma? From what I gather it imports a library that allows C to interface with graphics hardware.

I'm unfamiliar with the struct keyword, too. Is it pretty much just declaring a temporary datatype with variables that access the geometry for use in vertex and fragment functions?

I can grasp the concept, but don't quite understand the syntax is pretty much what it boils down to. Any help would be appreciated. All I really want to do is make shitty toon shader that has smooth outlines and a two tone color ramp. Shader experts claim it's easy, but every tutorial leads me beyond the point of confusion.
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>>602394
a pragma is simply a directive for the shader compiler (ie it's not a thing the shader does, it's a thing the compiler does when it builds the shader). They can be a number of things, it's the keywords that follow the pragma that identify what exactly.
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