Creating an Anime Cel Shader in Blender 2.8 (Part 4) | Project Feline Indie Game Devlog #15
Why Blender Stack Exchange recommends it
Blender Stack Exchange users link it when asking or answering how to build toon, anime or cel shaders in Eevee, including ILM-map style node setups.
Recommended by 3 people across 3 different months, 2019 to 2023.
What it is
Part 4 of Raymond Cripps' Project Feline devlog series, showing how to build an anime-style cel shader in Blender 2.8 with the Eevee renderer. It borrows techniques from cel-shaded games like Guilty Gear Xrd and DragonBall FighterZ and is applied to a game character model.
What people said
Recommends unwave · 2019-12 · Blender Stack Exchange · on “Textures are inside the model”
You need to enable Backface Culling in the material settings. It is the extra geometry for creating an outline blocking the view. [LINK] You can build a custom toon shader. Here is one: [LINK] This is for EEVEE only. [LINK] If you want you can watch some tutorials on Non-PBR shading. For example [this video] or [LINK]
Recommends FIndTheFix · 2022-01 · Blender Stack Exchange · on “Overlapping ramp textures for toon texture control”
I'm looking for screenshots of node setup that's similar to this tutorial [8:20 into the video]: [this video] What's an ILM Map: Basically you're using the RGBA as separate maps to read either as light limiters [Colors] or inline drawings [Alpha]. In my case, I'm looking to use ILM Map in this way: Red limits ramp image #1's visibility while lit only; green limits ramp image #2's visibility both lit and unlit [when I paint it near black it permanently unlit though]; blue limits ramp image #3's location while unlit only [like color three is right after 2 in a color ramp]/But in the video blue is treated differently, and thus have nodes I'm not looking for using it. Would help to control #3 like a
Recommends Blunder · 2023-06 · Blender Stack Exchange · on “How can I improve hairs on anime character?”
It looks like "plastic" because of the shader. Look at the head. It has a toon/anime/cel shader which shades the model "flat". There is less detail in shadows and highlights and there is an outline. The outline you can create by the inverted hull technique and often is drawn on the texture partly. I think the hair also lacks of specular. Have a look here: Creating an Anime Cel Shader in Blender 2.8 [this video] and Blender Anime Shader series by Royal Skies [LINK]
Cites FIndTheFix · 2022-05 · Blender Stack Exchange · on “Map to influence light speed”
Question: Does anyone know if there's a way to have a texture map use multiple colors or a color's values to control the speed of reading the light of a toon shader? For example: When the light reaches the cheek under the eye, and interacts with a certain texture color/value, the light slows down at a certain speed. I've tried using animation nodes, map range > stepped interpolation, Nodify's shader animation node, and nothing. (No screenshots available since I didn't stick to the many approaches that just didn't work. Like at all). I just can't put my finger on what I am missing, maybe scripts or a particular animation node to texture? I might be totally wrong, but somehow I think it's poss