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Your only hope for NPR in 2.8 is Cycles!

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Why? Because Blender Render, the NPR toolbox, is being removed in favor of another PBR toolbox, Eevee and there are no plans for NPR in it.

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Yeah, let's just let that sink in for a moment.

##It gets worse!

Even the toon shader in Cycles can't be used effectivly with specularity! alt text

...That means no more proper NPR toolbox in Blender... The compositor alone does not compensate - in fact, there is no compositor yet for Eevee and it doesn't hold up for Cycles (see FAQ).

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# There is a solution!

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## An NPR UberShader! With the claims: Eevee is to be Blender Render's replacement, Eevee will allow you to preview your Cycles shaders

It needs to at least be able to do what Blender Render could and have a toon shader for Cycles previews. This will help with a design for an Eevee toon shader and a very needed upgrade for the Cycles one!

Now, before anyone gets all

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There is good reason we are making a proposal for such a shader.

Almost all of Blender's truly NPR tools are effectively being removed. We do understand why Blender Render is being removed (the recoding and update of Blender requires it's removal), but this does mean, again, that almost all the community's NPR tools are going into the can.

Just like everyone else, we're very excited about the release of Eevee and 2.8, especially with the promising render times (roughly 20x-60x faster than Blender Render). Plus, with the new Greace Pencil features, movies in the same vein as The Prince of Egypt, Treasure Planet, Blame and Tarzan become a lot easier to produce than ever and with talks of UPBGE being brought in to use Eevee, this is extremely promising for games too!

Wasili Novratidis and myself have been enabled to build something to this effect that works within the existing Diffuse BSDF shader (currently functional in Eevee).

Downloads, NodeMaps and more can be found here: ( pantherdynamics.yolasite.com/toon-shader.php )

The focus of this proposal will be on cell or toon shading because it is one of the most extreme forms of NPR - working back from that you can produce pretty much any style.

The toon shader functions easily in realtime in Blender Render so we know what we're asking for can certainly be incorporated and these shaders prove it too.

#Details

For NPR shading there has to be control over:

  • Smoothness and Intensity of the diffuse
  • Smoothness and Intensity of the specularity
  • Reflection control away from specularity (such as mixing with a regular Glossy BSDF shader)
  • Various specularity models (Blinn-Phong, Phong, Anisotropic)
  • Brightness control of the Ambient Occlusion
  • Brightness control of the Indirect Lighting
  • Brightness control and type of Environment Lighting
  • Material emission and shadelessness

Toon shader example with Eevee: alt text Demonstrates functional environment light (through an emission shader), while receiving shadows accurately through the diffuse shader.

What this would come down to?

  • An uber-shader equivalent for NPR
  • Possibly a new light type

Why an uber-shader? An uber-shader is very similar to what we used to have in Blender Render. With the layout of the material system it had, it is very easy to transfer it's UI to nodes (see infographic). It would be extremely user-friendly and the results of each slider will be abundantly clear. You could say that it would be the NPR equivalent of the Principled BSDF shader - it's just principled in a different way.

Why so many controls? In order for NPR to exist, it needs to break a lot of physical rules. It goes a lot further than anime or looney tunes styles. There is a plethora of variation out there that includes comics (like Batman, Spider-man, etc.), anime (like Blame, BlueSteel, etc.), surrealism (can include impressionism, but includes anything that doesn't conform to set realism rules including light, color and textural effects - odd worlds like the intent with cosmos laundromat, abstract art as well as motion graphics are great examples where flex is needed), special effects (combining NPR elements with PBR ones like soft shading with hard toon shading) and of course you have games that can also alternate worlds and usually they are extremely stylized - meaning the rules have to be bent and far too. This would also open the door to more games and series, because it can seriously compliment the traditional animation methods - speeding up production dramatically and decreasing cost. You could say so many controls are needed to produce conscious imperfection.

Work done so far? Of course, to make this a reality, we can't expect the developers to simply just do everything for us. So we built with nodes what can actually produce what we want.

See the demos ( pantherdynamics.yolasite.com/toon-shader.php )

Unfortunately, they lack some small but important features nodes can't build.

These shaders still need:

  • Access to the light sources to be able to have more than one light source at a time - can easily be added by duplicating and tracking additional light sources, but it's really not a good workflow. Way too many nodes.
  • Massive speed up - nodes are not a fast medium to build shaders from the ground up with. If something is hard-coded, it will be much much faster.
  • With input values, such as with group nodes, more flex would come into the shaders, because then even sharpness could be textured.
  • All the specularity models built can be combined into a single node. The only reason they are separate is because there is no way a single setup will be fast enough (would probably be well over a hundred nodes with no auto switching for different light sources). The separate parts, as they are now, are as practical in speed as they're going to be atm.

Here is Moses from Exodus 7-12, KJV, rendered in Eevee with a three toned look: alt text

Blender Render: alt text

The difference is undeniable. Blender Render's NPR tools, including it's Freestyle outline system, far outweigh the ability of both Eevee (at this point) and Cycles (especially in speed).

See this post and video on the speed test: ( bibleanimations.yolasite.com/blog/foley-it-up ) (scroll down to Cycles Speed Testing Continues )

Blender Render is a fantastically fast tool for NPR. We're asking for similar shader features in Eevee and/or Cycles to be able to continue on in 2.8 and beyond.

I put together an infographic with what it might look like and how it could function: alt text

Thank you for your time! (^^,) Be sure to check out Wasili's video as well and the FAQ section:

#FAQ's

There is a new NPR engine coming in the future

Not in 2.8 and certainly not anytime soon, nor is there any guarantee it will be coming at all. Already major features of 2.8 had to be postponed, Freestyle needs to be re-coded for realtime compatibility and there is yet to come a new compositor. A new engine takes extremely long to develop and as stated at the conferences, why build something entirely new when it can be incorporated into what we have already - Cycles and Eevee. That is what we took to heart and propose a solution.

Stick to an old build to keep Blender Render

Unfortunately, Blender Render is not the only tool for NPR and the Greace Pencil is sometimes included where 3D is lacking in flexibility. The new Greace Pencil features are not going to be added to 2.79.

Where is the demand?

The NPR community is actually not all that small and there is certainly demand for it. I have personally done a few toon shading tutorials for Cycles and by far, the first of those is the most popular with just over 40,000 views (it covers general proper toon shading for Cycles). With the node built Eevee NPR shaders, we also have over 2000 views. Note that I do not even have a big channel (like Andrew Price for example) and everyone has been told Eevee is PBR. I also specialize in doing tutorials for anime style effects and tricks in Blender Render (and more recently, Cycles too). Our Facebook community is always ablaze with discussions concerning NPR tools and that one group alone consists of over 6800 members. ( web.facebook.com/groups/303656779657432 )

A toon shader has also been a long requested feature for other engines, including Cry Engine, with very little reaction other than a general: "Shouldn't be hard to code yourself."

May 2016: ( reddit.com/r/cryengine/comments/4hdw7m/toon_shading_simillar_to_wind_waker_in_cryengine/ ) Jan 2017: ( answers.cryengine.com/questions/3815/is-celtoon-shading-possible.html )

One built around 2008 - never added to the official release (it's been 10 years - subsequent attempts also no longer exist - checked): ( cryengine.com/community_archive/viewtopic.php )

Stack Exchange question from Aug 2017: ( blender.stackexchange.com/questions/87752/cell-shading-can-eevee-do-well-with-npr-like-bi )

A recent query on BlenderArtists about 2.8: ( blenderartists.org/forum/showthread.php )

Development question on Right Click Select: ( blender.community/c/rightclickselect/Hvbbbc/in-the-npr-style-eevee-vs-blender-internal )

The demand is certainly there, it is simply never prioritized, because PBR enjoys, at this point in time, more popularity in both games, VFX and tutorials. One comment on the Eevee toon shader tutorial even showed the disheartened nature of NPR being so neglected: "Nice to see NPR getting at least some consideration" - CerealKiller

We don't know what to include or exclude for such a shader in a PBR environment.

That's what this proposal is for. It answers those questions and demonstrates that NPR can certainly exist within a PBR environment, provided that through specific tools (such as in this proposal), more fundamental control is given to the end user. Other examples of this being done are the Maneki tools with 3Delight and RenderMan with Lollipop's NPR shaders (even includes an edge detect shader). ( lollipopshaders.com/NPR/ ) ( maneki.sh/ )

Can't you just use what you've built?

No, because it is not a permanent solution. Nodes are not a fast way to work and we have already had to throw out some features because it's simply too slow. Additionally, no access to lights or light information is given so those are driver and empty based. This is a very functional, but only temporary solution, until something permanent can be added and since it isn't one built into blender, switching from the temporary solution is as easy as using the permanent one instead.

Can't you simply use Cycles instead of Blender Render?

No, because the Cycles toon shader has never been even close to the standard that Blender Render's was. It is PBR based and offers little to no control over the material (as stated above). So little in fact that in order for you to get proper specularity, you have to deliver the indirect glossy pass (this is a major problem with the denoiser and reflections) to remove the reflectivity from the toon shader (that really shouldn't be there in the first place)- this means no water, glass, mirrors, vehicles, metals, shiny plastic or anything that has any reflective surface. All the items listed at shader level are needed for it to work in reflections and for it to work with transparency and other shaders. Compositing is therefore clearly not a solution here.

alt text See the reflections on suzanne in the mirror - technically impossible to remove in post. Has to be correct at shader level.

What about the compositor?

Like just demonstrated with the toon shader above, many factors prevent us from simply running to the compositor as a solution.

These are not limited to, but include:

  • The Denoiser only denoises the final render, not passes. Therefore you need high sample counts to get a good consistent result.
  • Material index and reflections do not go hand in hand. Indirect passes also do not see objects, therefore removing what needs to be removed is technically impossible at this point.
  • Cycles is extremely slow as opposed to Blender Render. In fact, roughly 2.5x slower.

See this post and video: bibleanimations.yolasite.com/blog/foley-it-up

If it were the attitude of the community to tell people to just suck it up and deal with it, the current node built toon shaders wouldn't exist, the Greace Pencil would still only be an ugly black aliased line in 3D space and Cycles wouldn't exist either. We know the community cares, because we are part of it too and there is a clear demand for it.

Can't you just use OSL?

No, because OSL is simply like a scripted control table over what already exists. It does not allow you to create something that is fundamentally new. Even if it does so away from Blender, we have no access to light sources and we can't create new shader control points through it's API, therefore, we can't build this shader in OSL. It has also been suggested to add a GLSL API in the distant indetermined future, but this will probably, again, be a laid over system giving no means of adding something truly new and still no access to lights.

We truly need something that does not exist in Blender 2.8.

Does it have to be coded only by core developers?

Anyone can take this on if they wish. It is not exclusive to the code developers and their is no owner of ideas for Blender. Wasili and I agreed to license the shaders we built as CC0 to make sure that development on them was not halted by our limitations. I also added a section to the official documentation page that gives you permission to have at it and links to help you find the info you need to get it into Blender without a lot of hangups: pantherdynamics.yolasite.com/toon-shaders-documentation.php

Sources:

  • Environment lighting with hemi lamps

( youtube.com/watch )

  • GLSL Phong Specularity - WikiBooks

( en.wikibooks.org/wiki/GLSL_Programming/GLUT/Specular_Highlights )

  • GLSL Brushed Metal - WikiBooks

( en.wikibooks.org/wiki/GLSL_Programming/Unity/Brushed_Metal )

  • BlinnPhong Shading model - Wikipedia

( en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model )

  • The Blinn Phong Normalization Zoo - The Tenth Planet

( thetenthplanet.de/archives/255 )

  • H formula for Blinn Phong model - Review slide - Reflection Equations

( slideplayer.com/slide/9271897/28/images/6/Review:+Reflection+Equations.jpg )

Tutorials:

  • Toon shading with soft shadows - Blender Render

( youtube.com/watch )

  • Toon shading in Cycles

( youtube.com/watch )

  • Advanced Toon Shading with Cycles

( youtube.com/watch )

  • Blender 2.8 - Eevee toon shader tutorials

( youtube.com/watch )

  • Eevee toon shader update v2

( youtube.com/watch )

Examples:

  • Toon camp fire in Cycles

( youtube.com/watch )

  • Eevee toon shader demos:
  • Esther 6, KJV final scene

( youtube.com/watch )

  • Feather demo

( youtube.com/watch )

  • Suzanne Cannon demo (Blinn Sun Lamp)

( youtube.com/watch )

  • Racetrack demo (Blinn Point Lamp)

( youtube.com/watch )

  • Space Garage (Phong Point Lamp)

( youtube.com/watch )

  • DayNight roll demo (Phong Sun Lamp)

( youtube.com/watch )

Additional links:

  • Princeton Coherent Stylization, NPR and Jot
    1. Coherent Stylized Silhouettes

( youtube.com/watch ) 2) NPR Rendering using Jot ( youtube.com/watch ) 3) Jot ( jot.cs.princeton.edu/ )

  • Blender NPR - Cycles and Eevee toon shader (Wasili's video on the matter)

( youtube.com/watch )

  • Official download for the toon shaders

( pantherdynamics.yolasite.com/toon-shader.php )

  • Documentation page

( pantherdynamics.yolasite.com/toon-shaders-documentation.php )

  • BNPR Post explaining how they work and shows the features

( blendernpr.org/eevee-toon-shaders/ )

  • Series of blog posts
    1. Happy new shaders

( pantherdynamics.yolasite.com/panther-dynamics-blog/happy-new-shaders ) 2) Blinn vs Phong ( pantherdynamics.yolasite.com/panther-dynamics-blog/blinn-vs-phong ) 3) Building a formula with nodes ( pantherdynamics.yolasite.com/panther-dynamics-blog/building-a-formula-with-nodes ) 4) Epilogue ( pantherdynamics.yolasite.com/panther-dynamics-blog/epilogue )

All images (C) Marius Oberholster

Droplet.png

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Development Status: In Development

Upvote 197 Downvote 16
marius.oberholster
5 Mar 2019

51 Comments

cliffnhansen42

Seems to me like this would make a great Google Summer of Code project for someone! Thanks for all your hard work on this.

6
marius.oberholster Author

@cliffnhansen42: Thank you and yes, I totally agree! They did ask that students pick things that are smaller and easier to finish in the time. I look forward to seeing it in Blender! (^^,)

wo262

Not to detract from the NPR ubershader, which should also be a feature, but being able to mix and match lower level shaders also needs to come back from Blender Internal to Eevee. Being able to use light info to mask other parts of the shader is needed.

4
marius.oberholster Author

@Wo! 262: I agree. The light path node (not yet functional in Eevee as far as I know) does help here some at least. Draw up a proposal for it! It'd be great!

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momotron2000

Very entertaining post! Just as a reference (iz's currently only available for Maya unfortunately) there is a super awesome toon shader called Maneki:

maneki.sh/tools/toon/

It was developed for Polygon Pictures and now available to purchase.

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marius.oberholster Author

* @momotron2000 * It is a stunning set of tools for sure! Haven't gotten to play with it though, hehe. Glad you enjoyed reading the post! May the devs too, hehe.

1
Vyach

* @momotron2000 * I checked those video twice. ALL things, that shown, can be made in blender by playing with shaders in evee and with compositing. Even shadow simplifying.

momotron2000

* @ Vyacheslav * thank you for your comment! I need to test more how to build the shaders because my results weren't this close to the Maneki shaders. If you watch Blame or Ajin on Netflix you see how well the Anime look is executed.

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Vyach

* @momotron2000 * the most incomprehencible thing for me was shadow simplyfying. But I found how to do it. In terms of photoedit it is blur + posterization (or median or any similar). Postprocessing ofc.

Fjodor_F

Wow, you guys seem really passionate about it! I totally agree, it would be a pity to see all NPR functionality just gone in 2.8.

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marius.oberholster Author

@Fjodor F. Fjodor: Yes, we really are and we don't want to be left in the dust just because it's not the current trend - trends change. Thank you so much for your comment! (^^,)

1
paulhart

I am hoping that the Code Sprint for 2.8, will include NPR related goodness, Freestyle integration, particularly, real-time display. This may get combined with some of the work on EeVee. It could be possible to have a Line Rendering Pass with the Clay Render. That way at least I can composite the Lines on top of the EeVee or Cycles renders, but there needs to be enough emphasis on non-photorealistic, artistic, creation, not constrained to the false 'idol' of "Photo Real." I won't hold my breath, but I will be hopeful.

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marius.oberholster Author

@paul1: It would be really fantastic to get things like this, the updates to the grease pencil and very importantly, like you mentioned, the Freestyle integration for realtime. I haven't yet watched that quick tutorial from Pablo about how to composite with Eevee (since it got pass support), but looking forward to it!

I totally get your sentiment... They have generally been less than enthusiastic and sometimes even quite hostile... We can choose to believe the best though! (^^,)

1
matthew

Maybe I'm not understanding this right, but in the new Blender there won't really be a non-photo-realistic workflow? So is everyone expected to only create photorealistic art?

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marius.oberholster Author

@matthew@blendswap.com: For the most part, yes. Like I mentioned, we'll still have the Cycles toon shader, but it has a lot of PBR drawbacks, including energy loss and the indirect reflections of the glossy (specularity) part, no control over ambient occlusion on the material, etc. NPR needs a lot of flex and Cycles doesn't give much and Eevee pretty much has none yet. The grease pencil is the exception here.

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momotron2000

HEY EVERYONE!! You should donate a few dollars to the BEER Development campaign this will be the best way for NPR! blendernpr.org/beer/

1
tche_adriano

A Principed NPRS should be awesome!

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marius.oberholster Author

* @tche_adriano * Totally! It seems the Blender Cloud is exploring more and more NPR, so it could be around the corner! :D

pipeliner

I agree absolutely but it looks like there is not a in house developer who might be interested in that. Someone from the outside needs to start to create a new NPR shader and compositing toolkit

1
marius.oberholster Author

* @pipeliner * Yes indeed. If I knew coding, I probably would've done it already, hehe. Just see my little collection of node groups: blender.community/c/rightclickselect/d3dbbc/ There is a lot that can be done for the NPR of things far beyond anime, but the devs just aren't interested. According to Sage, they couldn't even remember the Shader to RGB node, nor how to use it, in a recent BlenderToday Livestream... I don't know, I didn't see it, but I wouldn't be surprised, because again, they're not interested; it was a massive fight just to keep the Edge tool while Blender Render was still a part of Blender and they had a very totalitarian attitude about it too... Thankfully some add-ons are being made towards NPR, so yay, hehe. Abnormal is a new normal editing add on and NPR Framerate Mixer does exactly that. Both by the same author. Progress is progress though!

pipeliner

* @Marius * did you heard about the line material node? developer.blender.org/D7270 it's quite interesting how hard it is to get something into Blender. I guess because after comitting the code has to be maintained. And this looks easier to use than LANPR because LANPR is its own render engine as far as I know

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marius.oberholster Author

* @pipeliner * Yes, I did know about it. Aversion Of Reality posted it on the BNPR Facebook Group. Yeah, if you read the comments there is a general bias against anything NPR, because they never, if ever, use it themselves I guess. It was like, again, the edge tool, where they said we have freestyle, we don't need the edge tool - spoken like people who never use Freestyle to begin with. The argument of too much memory for high detail won out in the end - thankfully. This is ironically like the edge tool - also depth based. It will be much easier to use than LANPR, but it does not allow you to edit your lines. For example, I like using marked edges for scratches on the face or other character marks or like for the suggested fold of the eyelid, etc. We need something that can do that as well - image textures have a set width. LANPR has a place, but the line material node is sorely needed! :D

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pipeliner

* @Marius * And I see this line node can also be useful for turntables as well.

1
marius.oberholster Author

* @pipeliner * It will be! It will reveal issues with topology (especially cloth) or will make a model shine!

1
tushantin

How far is this project currently?

1
marius.oberholster Author

* @Cyan Los * Atm, I have changed the overall design to be more modular. Having specularity and diffuse separate means more control over the final shader and higher render speeds: pantherdynamics.yolasite.com/toon-shader.php

It includes the older model, which is based on the location of an empty as well as the newer model that is build using HSV and the shader to RGB nodes.

I really want to get the shader to respond with stability to grayscale textures as well as colored lights. I don't copyright these or hold them hostage, so you are welcome to adapt them and change it. :D

2
1
marius.oberholster Author

@-L0Lock-: I checked it out, but it's not a full solution yet - good, just not a final thing. There still needs to be a full response to lamps and proper outline support away from freestyle. LANPR has to take outlines over or someone else may make a shader for it - eitherway, it's a good solution, but we still need a proper NPR shader or set of shaders and a proper outline system.

enoseukhun

hey nice channel, on youtube

1
marius.oberholster Author

@enoseukhun: Thank you very much!

moses.cool.1995

It would be an awesome feature in EEVEE render engine! By the way you modelled that guy "Moses" from exodus?

1
marius.oberholster Author

@moses.cool.1995: Thank you! It would! The current Shader to RGB node idea is really great, but not quite it.

He was made using Make Human as a starting point. You can check out the first of the vlogs to see how his modeling and adjustments progressed: youtube.com/playlist

I haven't stopped working on it - I just don't have the data to vlog about it (the last vlog was in March 2018). Feels like I don't have the time either, hahaha.

I did post about some recent things on the Bible Animations site: bibleanimations.yolasite.com/blog/audio-and-progress

Thank you for asking! :D

moses.cool.1995

@marius.oberholster: Brother, how much chapter you have animated?

1
marius.oberholster Author

@moses.cool.1995: For Exodus, chapter 7 is done (audio as well). I have also done Genesis 1 and Esther 6: youtube.com/playlist

You can find out more on Esther 6's production here: makehumancommunity.org/blogentry/esther_6_kjv_tech_and_method.html

I hope these help you if you're considering making animations yourself! Blender Render's NPR tools are sorely needed in Eevee too and can make any NPR project a breeze. It was promised (feature parity), so far is lacking... I know it's still early days for 2.8 and Eevee, so being patient, hehe.

Thank you so much for your interest!! GOD bless you! (^^,)

1
marius.oberholster Author

@grinsegold: I watched both your videos and while I like the idea, vertex painting requires a very high resolution model for sharp shading. It's not practical for production. The devs did work with that other guy to add those nodes that allow you control over the shader in an RGB way (which is awesome), but they are not shaders themselves, so there is still that massive gap to fill... Until then, keep playing around with various methods. I'm sure you'll come up with something interesting! You've never been one to give up easily. :)

grinsegold

@marius.oberholster: The vertex paint was only to have something. For a production you would of course paint or bake textures. Sorry if i didn't make that clear. The thing i really wanted to emphasize was the fact that you can in fact have shadeless materials in EV. What you can't have without post processing is realtime shadows on top. But as i mentioned in one of the videos, those are not really needed for most of the stories.

facebook.com/GrinsegoldArtGallery/videos/1867657506613664/

marius.oberholster Author

@grinsegold: Actually you can now. There are two options. There are the nodes that Wasili and I put together and there are those NPR shader adjustment nodes. You can use this link: pantherdynamics.yolasite.com/toon-shader.php

While I do agree with that you don't need shadows in every style, I prefer them to get the advantage of 3D - a best of both worlds thing. I want to turn these into groups, but have to wait for 2.8 to get into Beta so that there is a higher chance of things working right, otherwise it's kinda pointless to do it now (Pablo mentioned having to use Value nodes).

Have fun with these! :D GOD bless you!

masterxeon1001

this.

1
sephirothtbm

Well I haven't play much with 2.8 branch but in some Developer Meeting Notes remember Ton mentions something about freestyle using it with EVEE, now today I find this tweet from Tamito Kajiyama the author of the freestyle integration into blender and looks like he's working on integrating it better in 2.8

twitter.com/blenderyard/status/959104334213492736

Also I almost forgot but there's another engine in 2.8, the Clay Render Engine, it's true no one mentions anything about it but , maybe this could be the solution to get the NPR solution.

1
marius.oberholster Author

@Julio Garcia (sephirothtbm): That is fantastic news! I know that Wasili has been in contact with him and I'm glad he's taken on the integration with 2.8! That is phenomenal progress! Thank you for sharing!

The clay engine is a clay engine. It's meant for modeling, like Zbrush. It needs to be kept as simple and clean as possible, so it's not a direct NPR option (you know, all manner of lights, varied materials, etc.), but it probably could still be used for NPR if you want that clay-look for an animation - very cool idea btw! (^^,)

luciano

Nice ideas here, a NPR Principled Shader would be a great addition to the power of cycles, hopefully would work on EEVEE too, this would be really fantastic to keep improving blenders versatility not only to do cartoon style render, but just stylized work.

1
marius.oberholster Author

@Luciano Muñoz: Exactly! Thank you! (^^,)

1
peter.boos

hmm we have cycles Eevee workbench, why not next NPR ? i dont think that list was mend to end after eevee

Vyach

Perhaps status should be changed to Done. Or outlining is not finished?

marius.oberholster Author

* @ Vyacheslav * As far as the proposal goes, I'm sure there are a few things that can be adapted, but I've really said what I felt needed. In that sense, yes, it's done.

Vyach

* @Marius * for me one of the most dissaponting thing is freestyle with random cuts on the stroke and without intersection detection. All other things i can do with shaderToRGB and compositing

marius.oberholster Author

* @ Vyacheslav * Freestyle's breaking only bothers on colored lines, for me. On traditional black lines, it's not a problem, imo. On, the shader to RGB node, I disagree, because it doesn't create outlines. You can't produce dynamic lighting (in the sense of doing different light setups for different render layers) in Eevee. It also doesn't even have the right passes to do proper toony stuff with really smooth shadows (like material index for example - not to mention that the particle info node doesn't work yet). The Shader to RGB node is also limited to the shaders that you plug into it - aka no color response from lights if you ramp. Eevee needs a proper shader, or sets of shaders, for NPR and LANPR. Shader to RGB is a great tool, but it's not enough...

Vyach

* @Marius * You are wrong. I did toon shaders, that responce to color and intensity of lightsource. As far as you do not know boundaries of shaders and compositing I can`t argue with you seriously. blender.community/c/npr/6kbbbc/how-to-set-up-a-cel-shaded-material-in-blender-2-8

enoseukhun

anyone can check this out if they want to : blender.community/c/today/d9cbbc/

marius.oberholster Author

@enoseukhun: I see you also do animation. Be careful not to try and ride other posts for publicity - it creates a wrong impression of you as a spammer. Instead, keep doing like you did when you made the post about the animation. Take it further though to render it out, upload it and share it on it's own merit. For example, there is an NPR community here that it would fit perfectly too (a bit more niche, but will help - some check there that won't check here or the Today community). There is an NPR facebook group linked in the proposal. If you get over 1000 subs on YT you get a community tab there too. You can send it to BlenderNation, Google+ is still up, Twitter, etc. Share it with consideration and let people come looking for your content - the LORD will lead them. :)