There's also a toon shader, but I can't be asked to tweak the render settings optimally.

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Finally, the goods. mine is Shader, a Dragon-Raven ! First by me !
Then we have : @/FallenKingCario
@/OpinTheatre
@/_Raliant

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オッサス進捗:髪の毛は倒したので踊ってもらってます。
モーション:シガー様
エフェクト:AutoLuminous,T_ASBShader,M4Layer

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Got some help to get the colour indexing to work in the material shader, it's looking so moody!!

Somehow reminds me of Thief with the strong light/shadow divisions.

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Effect : TPOshader, ikclut Drama, ikclut ex skylight, postmovie time&weather, object luminous

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Testing out the additions to the toon shader, and it's barely noticable hahaha. Probably will only use it for close up shots with subtle movement.

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Interesting, the way you mixed the vectors. Thanks!
For my shader, I use the tangent node with the UV map as the controller, then a fresnel node. It gives me a horizontal line (UV-wise) that I multiply with my hair texture.

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more goodness. built a complex painterly hatch shader, even managed to break up the edges of the shadows with some noise. :)

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3 more participants have joined? The Ultimate EX World Grand Prix is growing bigger by the moment!

These are HQ renders of new characters with the Style shader, would you like to see the previous ones I showed with this quality? Lemme know 👌

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🌺

~~~~~~
Model : YYB edited by me
Fan : Marcuen
Spider lily : 舞親P
Dahlia : いつものほんさん
Effect : TPOshader, POwerDof, Fallglass, cheaplens, ikclutdrama, o_SelfOverlay Camera Flash, o_Tonemap改変 TeaTime

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The Blaze add-on creates cinematic fire shaders in Blender. If you are struggle to achieve a good looking fire shader, then this is the addon for you, save time and get better results with Blaze. https://t.co/v5ucACknCI

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Some have asked me about the outlines in my recent tweets, see thread.

The black outlines is usually known as an "edge detection" shader, applied to the entire screen like post processing. This tutorial is a good one that goes through the actual shader :
https://t.co/vbkevgFoKO

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My textureless "Noisy" shader, creates alot of different patterns, colors and behaviours. This is using generated noises and layers

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Effect : TPOshader, dropShadow, cheaplens

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day 40.
Today I'm going to a wedding, most likely won't have time later on. I just played around with materials in to see what looks better, in the left pic the planet have now a toon shader, I kinda like it, but not yet there.

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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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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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Here's another group of explosion assets to enrich your scenes of devastation with a few clicks. Giving instant feedback because it is a shader, not a dynamical simulation. Adjust the look directly at any certain time, without running a simulation. https://t.co/4ukBhG6ao7

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Up and coming avatar on my patreon <3!

Left uses Yukio's fur shader, and right is just using regular normal maps and stuff~ Gonna include both since the fur shader kinda gives a hit to performance in some cases O:

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To get a consistent, just about faithful lighting system for my game I've gone for just two simple methods so far: I have simple shading on models using a custom Toon shader, and sprite-based shadows at low transparency for shadows. This combination turns out reall well imo!

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