| Introduction How to give a 'hand-drawn' effect to an object's shading.
 
 Blender Version:
 Blender 4.1.1.
 
 --------
 
 STEPS
 
 Select Object -> Create new material
 Open Shader Editor
 Shift+A:
 - Input -> Texture Coordinate x2
 - input -> Value
 - Vector -> Mapping x3
 - Texture -> Noise x2
 - Texture -> Wave
 - Shader -> Diffuse
 - Shader - Emission
 - Converter -> Color Ramp x3
 - Converter -> Math x4
 - Converter -> Shader to RGB
 - Color -> Mix Color
 
 Texture Coordinate 1 Object output -> Mapping 1 Vector input
 Texture Coordinate 1 Object output -> Mapping 2 Vector input
 Mapping 1 output -> Noise Texture 1 Vector input
 Mapping 2 output -> Noise Texture 2 Vector input
 Noise Texture 1 Factor output -> Color Ramp 1 input
 - 3D
 - fBM
 - Scale = 22.000
 - Detail = 15.000
 - Roughness = 0.292
 - Distortion = 1.200
 Color Ramp 1 Color output -> Mix Color A input
 - Linear
 - White = 0.490
 - Black = 0.520
 Noise Texture 2 Factor output -> Color Ramp 2 input
 - 3D
 - fBM
 - Scale = 1.200
 - Detail = 15.000
 - Roughness = 0.292
 - Distortion = 1.200
 Color Ramp 2 Color output -> Mix Color B input
 - Linear
 - White = 0.520
 - Black = 0.490
 Mix Color output -> Math 1 upper Value input
 - Color
 - Multiply
 - Clamp checkmarked
 - Factor = 0.775
 Texture Coordinate 3 UV output -> Mapping 3 Vector input
 Mapping 3 output -> Wave Texture Vector input
 Value output -> Wave Texture Scale input
 Wave Texture Color output -> Color Ramp 3 input
 - Bands
 - X
 - Sine
 - Distortion = 4.400
 - Detail = 2.000
 Color Ramp 3 Color output -> Math 2 upper Value input
 - Constant
 - Black = 0.990
 Math 2 output -> Math 1 lower Value input
 - Multiply Add
 - Multiplier = 3.300
 - Addend = 0.500
 Math 1 output -> Math 3 lower Value input
 - Multiply
 - Clamp checkmarked
 Diffuse BSDF output -> Shader to RGB input
 Shader to RGB Color output -> Math 3 upper Value input
 Math 3 output -> Math 4 upper Value input
 Math 1 output -> Math 4 lower Value input
 Math 4 output -> Emission Strength input
 - Subtract
 - Clamp checkmarked
 Emission output -> Material Output Surface input
 
 Finished Render
 
  
 Finished Node Tree
 
   
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