Toon Shader Tutorial - Part 2 - How to Make Dynamic Outlines (Blender 2.8/EEVEE)

Lightning Boy Studio · 403K views · 2020 · 19:21

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Why Blender Stack Exchange recommends it

Blender Stack Exchange users cite it as the reference for building inverted-hull style outlines in EEVEE, including the shadow mode fix that makes outlines render correctly.

Recommended by 1 people across 1 different months, 2020 to 2022.

What it is

Part 2 of a Blender 2.8 tutorial series from Lightning Boy Studio on building a real-time toon shader in EEVEE. David walks through adding dynamic outlines to the shader, with a downloadable .blend file provided.

What people said

Recommends PL Online · 2021-08 · Blender Stack Exchange · on “How to use inverted hull method for anime outlines?”

was just looking for the same thing. Basically you go into the material settings for the outline and change the shadow mode from opaque to none. Here is a link to the video that explains alot. Hope this fixes the problem :) [this video] (4.50 he explains about this bug)

Cites Solvalou · 2020-10 · Blender Stack Exchange · on “Outline shader transparency problem”

I'm trying to get an outline shader to work in Blender 2.8/2.9 but the results are not like expected. After I tried it several times on my own, I followed this tutorial: [this video] It also includes an examplary .blend file: [LINK] First, the results I get never yields a proper outline. Instead it either appears transparent or makes the object completely black. Results are the same in viewport and when rendering. Results seem to change arbitrarily when switching from Eevee to Cycles but both do not work. It seems like the backface of the solidified object is either not transparent or the whole solidified object is transparent. Here some images from viewport in render view: With Eevee [LINK] With

Cites Phorum_Phantum · 2022-06 · Blender Stack Exchange · on “Shader Not Rendering Correctly”

The model I am currently using isn't responding to the assigned shader. Specifically, my outline shader refuses to apply itself on the head of the model. Not to mention that the outline shows up very messily if I turn up its thickness. Thickness is set to 0.14 I've tried countless of methods, but none of them seem to work. Here's the link to both of the videos I used for the shaders: Custom Toon Shader [LINK] Outline Toon Shader [this video] What I think might be the problem is I used two separate meshes for my model. (torso - custom, head - UV Sphere) And all I did was merge the two together at the neck prematurely so that's my theory as to why. But please help me figure out why it's not working