Getting Started with Goo Engine - Key Features

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Feel free to comment down below for other questions you might have! Support us if you want to see more NPR features added to Goo Blender and help us maintain the build for everyone!

Chapters:
0:00 Intro to Goo Engine and NPR (Non-Photorealistic Rendering)
1:54 Default Toon Shader vs Goo Toon Shader
3:05 Limitations of Default Toon Shader
4:10 Goo Toon Shader - Shader Info Node
9:32 Shader Info Node Disclaimers
10:43 Curvature Node
14:43 Set Depth Node
16:55 Screenspace Info Node
20:00 Intro to SDFs
22:22 Light Groups
26:13 Light Group Shadows
27:17 Removing Light Groups
28:30 Conclusion
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Also I forgot to mention that you need Screenspace Refraction turned on for both the material and the scene for Screenspace Info to work! Hope that helps!

professorGoo
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Just a little note, the terminator is actually the line separating light from shadow, what you refer to as "terminators" are terminator *artifacts* which are the result of a bug

reezlaw
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Can't wait to see more small-scale animation creators/studios pop off from this on YouTube or making being able to propose their series to streaming services (like Dragon Prince). I know it's probably a little ways a way, but I really look forward to it.

VestaseNewton
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This is what many of us need. I don't want to spend hours trying to figure out normals for stylized shading. I want to create my character and then make my piece of still art or animation. I'll gladly pay for the privilege of having someone else do the heavy lifting for the shader so I can go on and create!

kellyjohnson
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Please submit these code improvements to the official blender as well! Great work!!

XINNX
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Timestamps:
0:00 Intro to Goo Engine and NPR (Non-Photorealistic Rendering)
1:24 4 New Major Nodes (Shader Info Node, Curvature Node, Screenspace Info Node, Set Depth Node)
1:54 Traditional Toon Shader vs Shader Info Node - Demo
3:05 Limtations of Traditional Toon Shader
4:10 Shader Info Node Intro
4:25 Shader Info Node - Diffuse Shading output
5:01 Shader Info Node - Cast Shadows output
5:45 Shader Info Node - Self Shadows output
7:18 Shader Info Node - Ambient Lighting output
9:32 Shader Info Node Disclaimers
10:43 Curvature Node Intro
11:15 Curvature Node Default Outputs
11:50 More on Curvature Node Use Cases
12:57 Default Curve Node Settings: Samples, Sample Radius, and Thickness
13:55 Curvatue Node Disclaimers
14:43 Set Depth Node Intro
16:13 Blender Material Settings to Enable Set Depth Node
16:55 Screenspace Info Node Intro
17:40 Screenspace Info Node - View Position Input
18:20 Screenspace Info Node Outputs: (Screen Color + Screen Depth)
20:00 Intro to SDFs
21:07 SDF primitives
22:22 Light Groups Intro
23:15 Light Groups - Create new
23:44 'Use Default Group' checkbox
26:13 Light Group Shadows
27:17 Removing Light Groups
28:30 Conclusion

IronVirus
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YOU NEVER GAVE ME A PART 2 TO YOUR "HOW TO RIG ANYTHING" SERIES!!

Starius
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This is insane. Definitely checking it out (in fact I just joined your Patreon!) Looking forward to the other videos showing Goo Engine's features and how to use them!
I personally would appreciate a video on how to go about working with textured meshes to get nice shading / lit areas, as well as how to Edit the Normals for an authentic look!
Anyways, great presentation, you are very easy to follow and listen to :)

Crimzan
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I'm downloading this purely for the z-depth thing, I've been losing my mind in anticipation of multi-pass in realtime compositing but now I don't need to wait!

Also really cool to see the refraction trick implemented, I use that trick often so it's nice to have it in quick node format.

eiyashoto
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I'm really glad that a lot of these nodes were added, especially the Set Depth (Z Index) node.
A lot of these features used to be composite time only, despite being relatively easy to implement through Shaders directly in runtime.
Though that might just be my perspective due to game development, which doesn't let composite on effects at a later point in time.

petermoras
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God this shader is so COOL! I REALLY hope you guys will also make some modeling tutorials, assuming you're the guy who made the model you are using! It's really cool looking 🥺🥺🥺

bashartz
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It's awesome how much you're helping your fellow animators. Excellent work.

peacemaster
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Just subbed on patreon, Imma use the fact I paid money for this as a way to keep trying to figure out how to not suck at animating lol.
This fork of blender's looking really cool btw, well done.

highlandstorm
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The screenspace info node looks really powerful there !

Zekium
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Omg this is incredible! We can finally make cleaner toon shaded models now, amazing work on this!

DragonCrimes
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Okay, this is just exactly what Eevee was missing. Thank you so much for this wonderful build !

Zlydoc
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It looks amazing 😮💫 The only thing in NPR rendering is when we convert diffuse to RGB, the material/object can not react with the color of the light. That reason pushes me to use Cycles toon shader.

How can I make a police car have red/blue lights or an explosion with a specific color react to the environment and objects in Eevee?

Is it possible with Goo Engine?

ahmetbaykara.mp
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Just discovered about Goo Engine and I'm really happy about it cuz it's just what I was looking for 😍😭. Keep up the good work!

doublekey
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8:45 Yes!! This feature alone has sold me; world lighting was so frustrating to deal with!

Palps_
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Fantastic! Thanks so much for providing us with this gem of a build

andreasnoutschmidt
welcome to shbcf.ru