Please try to check these Settings in the image, red is hair (front); Green is the eyebrows (back); Yellow is the render Settings
I guess it’s a problem that ev has always had: the front and back transmission materials can’t be superimposed on each other, otherwise there will be render level errors (this is still a guess), and ev’s solution to this problem is very simple: disable one of the transmission
So here I chose to turn on the transmission for the object in front and turn off the object in back
Something that I think should be discussed, are we sure this system should be just called “NPR”? This name more describes the workflow the system is intended for, rather than describe or give a vague idea on what it actually does. I cannot think of anything good but maybe someone else can come up with something.
Though, if you haven’t considered it you could use geometry nodes to bake the npr result into texture files (or the baker, if the baking works for NPR node trees unsure) and the feed those back to PBR (Blender studio has example where they used geometry nodes to back displacement maps but it seems like something that can be generalized to any sort of data compared to the rather restrictive built-in baker Project Heist Blog)
Does the texture group seem unable to transfer texture coordinates in NPR?
This may be used if there is a need to use material groups to link the parameters of different materials, such as textures in multiple materials using the same object coordinate for centralized control, or to make some textures consistent
At present, it seems that only through AOV direct transmission of vector-color to achieve the approximate purpose, but obviously the two can achieve the effect is not completely consistent, and it will be a lot of complexity
has anyone figured out a way of having a rimlight work on a square shaped character?
i thought of using the image sample node but didnt work out as well…
I am new at NPR and Eevee render in general, but does having NPR as a separate node tree prevent it to be used in combination with pbr? Some anime style games use NPR+PBR mixed to achieve a more illustrative result (over simple anime cel shading).
This is a screenshot of a game called Girls’ Frontline 2: Exilium
The current information is not enough to determine the cause of the problem, I tried to re-enter blender and improve the interface: the reason is that the output of the CombinedColor channel contains the result of the shader’s calculation of the light, so I chose the DiffuseColor channel information, after all, in this case only the shape of the object
Really nice to see early attempts of using the prototype. Please keep them coming.
I want to share a reminder that, as @pragma37 said at the beginning, the goal now is to focus on trying to use the tool and see what you did, which showstoppers you may have found, and which workarounds you had to resort to.
Discussions about the overall design architecture and technical implementation are beyond the scope of this topic for now and belong elsewhere.
Maybe it’s a stupid question, but: Is it at all technically possible to have some filters like Kuwahara or even simple blur as a node in NPR tree? The reasoning is as this:
being able to filter just the components of the image, per shader. For example, Kuwahara on the shadows/indirects/directs separately, or blurring the shading without blurring the texture
it’s kinda doable in compositor but the setup would get quite complex with lots of masks and aovs if we wanted per-shader control
potentially faster to filter just the desired objects and not the whole image and masking out?
I expect the answer would be “no”, just as that’s been the answer when requested for regular shaders… something about “technically impossible to blur a shader” or some such thing.