Would there be any call for adding an index feature to the for each light loop? Having access to the exact light index seems like it could be really helpful!
TO use shaders you need to know some node setups. Are you freshly new to blender, by any chance? Nodes are always needed for materials like toon shading.
If it exist it will be much later (when this branch is already feature complete and out) in the form of an asset / addon made by the community, blenderâs role is to give us the basic element to create wathever tool we could need.
So i wouldnât hold my breath, i very much advise you to learn how to make shaders because every 3D app use the same system with slightly altered name.
I suggest you spend some time getting familiar with how to work with nodes. While Iâve no doubt youâll eventually see see group presets that make some things faster and easier to use (as we already have), those only take you so far.
Eventually nearly everyone decides they want to modify how a preset looks, and without knowing how nodes work - theyâre basically stuck in a frustrating loop of not knowing what to do next.
I made a small update to my test project and maybe there some feedback and or advice for me on the curvature based Nodes. The biggest struggle Iâve encountered is working with distant objects and setting up their curvature shaders (width etc.) correctly so they fit in the final render. But overall, I have to say, itâs still been a nice experience working with NPR tools.
Unfortunately only for all lights and shadows, expect to be able to have a light ID to get independent shadow control, of course, there are already known similar plans, just to mention here
Perhaps this approach with light links can achieve something like precisely controlling the shadow of a light on a given object. Only from the deployment and adjustment of the entire control scheme, it may be a little cumbersome, but it is a way
Hey, super happy with the NPR prototype. For many users including myself, this will make their lives much easier.
Out of curiosity, are there plans to implement NPR world shaders? I ask because I have a non-photorealistic project requiring a procedural world shader, and its difficult to match the esthetics of an NPR graph to a standard shader graph.
Hey, super happy with the workflow. Managed to get a pretty bassic pencil-shared going. It defiantly needs some work, but it was far simpler to get this look using NPRs rather then shader to RGB and definatly demonstrates the usefulness and power of the feature.
Thanks all for the work!
(P.S. I would be happy to share the node tree if any one wants it, but apparently I am only aloud to embed one image as a new user.)
Hi, are there any plan to support plobes properly?
Iâve noticed Plane and Sphere plobes donât reflect NPR output correctly and Volume plobes crashes Blender
can you share the blend file link on blend exhcange? How did you get the bg???
I have changed a couple things in the shader since, but this is how I got the effect pictured.
The background is just a plane with the NPR shader applied and the materials are the default. I changed the vector maping rotation to something that did not interfear with the shading on Suzan, and the scaleing to be a bit bigger on the strokes, but that was about it.
I used a slightly modified shader to do this:
What made this particular image interesting is that the planet is a very large disc (I was going to do a world shader like documented here, but there is currently no NPR node tree for a world shader.
Part of what was very nice about this was I could do a super complex near-photorealalistic shader to get accurate lighting on the X-37, while then simply applying the NPR shader after the fact to get the look I was going for. It was a super nice workflow, and fairly intuitive and easy! Still kind of shocked how easy it was to get such unique looking esthetics in Blender. Thanks all for the work!
so i recently been working with blender 4.4 npr system
it was good until i see this
i go to grease pencil object data properties and it was no stroke thickness option
i need to set stroke thickness to screen space from world space but option is missing
can anybody help me to find it or if its removed how i can achieve it again
thank you
This was removed in Blender 4.3 with Grease Pencil v3.
Strokes are now always in âWorld Spaceâ thickness mode. While the âScreen Spaceâ option is no longer availible. The same effect can be recreated using a geometry nodes modifier. See the migration process for more information.
https://developer.blender.org/docs/release_notes/4.3/grease_pencil/#screen-space-stroke-thickness
so all i mean is how i can reduce the thickness size lower than 1
i download the geometry node from that link you post
but it doesnt work
any ideas??
Lower than one of what units?
Grease pencil thickness
I used goo engine 4.0 before this and that one has screen space stroke so i can lower down the thickness even more than 1
But as you Said it removed
How i can lower the thickness now?
There are technically a few ways:
- When drawing your strokes, set the radius to a small value
- In edit mode you can adjust the thickness by:
- Selecting the area you want to change the thickness
- Press
Alt + S
and move your cursor to adjust the thickness
- You can use geometry nodes with a simple:
- Add geometry ndoe modifier
- Go into the geometry node tree and add a
Set Curve Radius
noed adn adjust the radius there
And probably other ways.
There is a limit on how thin a stroke can be, so if you set the radius to 0, you will still notice it has some thickness.
At this point the topic is getting a little off track (This thread is for feedback about the EEVEE NPR, not for help with using Grease Pencil). For further help with areas of Blender, Iâd recommend using a site better suited for asking for help. Different sites can be found here: Community â blender.org
there is something wrong on how this build renders where it doesnât match the viewport preview that well, while in official builds it displays more accurately
Upload the file, so we can look at what youâve done here and see if thereâs something amiss.