The following nodes setups aren't real shading but a simulations, this time around they are considerably more accurate than previous versions.
In fact these are a bit more of a proof of concept, but can be used to some degree so long you don't mind limitations. These were designed to get more control on the color of objects similar to what was possible in old Blender Internal.
-Shading not dependant on DRIVERS!!! You still need to provide a "light source" but this is done easily with a "texture coordinate", look out the example or picture tutorials provided. DO NOT ROTATE light source object!
-Still no shadow reception by the texture shading, they can be added back by replacing Flatshader with Diffuse or Toon shaders or others.
-Shading accuracy got way better.
-Different types of specularity!
-Shadow projector nodes for interesting effects! kinda hard to use maybe, good luck!
-Broken compatibility with 3D viewer and Eevee... not a feature per se but you should know this.
There are pictures with quick tutorials, check them out! Of course, it can be used along freestyle, in fact I think it will benefit a lot.
NPR Flat shader is shader designed to produce flat colors in the renderer, the "bounce light" value can add or remove some integration to the scene if needed, its very subtle
NPR Ourliner shader is meant to be used with inverted hull technique, check out the modifier and materail setup of the provided cube. Only for silhouette and some creases.
Vector No Image Normal Input: if you don't need Bump maps or normal maps then use this node for the above Classic Node Lighting.
Vector Matcap: this node can convert any texture in Matcap, I added because.. why not?
Last words: This version works considerably different compared to both 1 and 1.1, and this will probably my last try on nodegroups for Cycles, I'm don't want to make promises here, but I want to try developping these into Blender source code, maybe that way I can get the missing tools I need to make true shadows and even easier usage of these.
Version file v2 and final (hopefully) May 20 2018, Vina del Mar, Chile.
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