This is the Blender collaboration 2023, week 1 challenge. Don’t be afraid to join, a lot of us are beginners. This is all to practice, have fun, learn, and get together.
This week’s subject is “Toon Shader” .
Toon shading (or cel shading ) is any subset of non-photorealistic rendering techniques that are used to achieve a cartoonish or hand-drawn appearance of three-dimensional models. Here’s a great tutorial on the topic
The most basic setup consists of just two nodes - Shader to RGB and ColorRamp:
The rules are simple. 1 subject, 1 entry, 1 week.
You create whatever object or scene or whatever you can think of that has something to do with the subject. It can be as simple or complicated as you want, all entries are welcome!
Post your picture here in this thread. And at the end of the week, we start to vote. And if you are the winner, you may choose the next subject and win a unique badge.
My first time doing something for one of these collab challenges. I decided to do something simple so I would be sure to complete and submit it. I hope I am meeting the conditions of the challenge. The day job starts back up next week so I’ll have less time to do the fun stuff.
Reused the volcano from the challenge a few months back, and the moon I’ve used countless times, but now it’s pixellated. The gorilla and vegetation are new.
This has been really fun. I’ve mostly tended toward attempted realism in the past, but stylized renders seem to open the door to new possibilities, so I’d really like to learn different techniques like this.
I am kinda obsessed with animation rendering right now so here is a cartoony sunset animation for this topic. Shader on the mountains combined with sunset animation seemed like melting snow.
I’ve held off ever trying to do toon/call shading because I always heard people say it was complex and hard and so many ways to do it, but just following the example in the original post was simple and fun and I really like the contrast and abrupt change of using the cell shader and I’m happy this was suggested. This was slapped together with a model I made for the character creation course but I wanted to have an entry. I love the collab.
Maybe play a little more with the composition.
Different camera angles and zoom in on the subject.
Now everything is aligned to the view, looking mechanical.
Probably using the trick of using the skin modifier and object duplication with faces inside out (you see the inside of the copied, skinned object). To generate black lines.
Not to complain or so. But with this technique, the soft shadow looks odd.
What if you decrease lamp, or sun size (angle) to zero?
Making the shadow more harsh?
I tried putting something together today. I wanted to add details with the grease pencil but couldn’t get it to work like I wanted it to and ran out of time, so I’m leaving it like this. Fun subject and awesome submissions by everyone!