画質 高画質

Character Shader Test

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KOMIKAZE is a collection of shaders/materials, effects, demos and general assets for all comic and toon needs. Made especially for non photo-realistic renders. Works flawlessly with Blender 2.8 EEVEE, optimized for real-time rendering. https://t.co/zEGclz0soZ

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Work done for today on the space pup. Using 's pencil sketch shader ( https://t.co/R6DhgxwHzW ) to get some more stylized strangeness!

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You did a choice!
Here is a work in progress' steps.
I haven't finished to sculpt it, and maybe I will redo the neck's scales. I'll do the mouth too.
Next, we'll do a baking and an unwrap to make a dragon holo shader on Arnold. *-*
Feel free to share your opinion! https://t.co/LsHfkeLWEG

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And if you want to see what a difference a shader can make, here's a side by side of the realtime Xenobia. First is a normal lambert shader, second is the lovely gigantic character shader built by

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One day I'll be good at shaders and lighting. In the mean time, here's a new pass at that Kheil model from earlier. I've made some subtle but vastly satisfying changes!

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I choose you Clay Been experimenting with this new clay on and I´m so happy with the results! 😊😚 I´m gonna do a lot of stuff in this style!

Check it out: https://t.co/mrXHWYsgEX

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To create the effect, I used a simple diffuse shader with a white color to get the lighting information. The only texture I need to plug to it is the normal map. A Shader to RGB node is used to convert it to color data.

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オリジナル3Dモデル「MIMEI(未名)」一点物として販売します。ワンオフで一体限定のみの販売です。30万円ほど。ShaderやDynamicBoneなど、VRChat向けのセッティング込み、フルトラ適正は極めて高いです。素体まで有りで動いて53000△くらいで破綻なく動きます。デザインは黒色熊猫さん( )

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Finally bit the bullet and downloaded 2.8 I think this shader turned out pretty good.

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While experimenting with materials, I made a wispy shader that might look nice for ghosts or something

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this's today's progress.
i remade the last shader.

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Happy ShadeRein.VNFanpage 5th anniversary!
Lineart by

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If the same execs who think the pixel smoother shaderes applied that logic to 3D models

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i made these solely because i have a jello physics shader.

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Today's case study :
Skin shader, Subsurface Scattering material creation in Arnold renderer. ( Maya software )

Polypaint test from Zbrush.
Decimated model.
No specular map/displacement map

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