It covers mostly the same information as Part 1 of the Series Overview video, but gets into some other things as well (and isn't nearly an hour long.) But the video does go into a lot of detail and shows many things I cannot here, so do please still watch it if you want to understand more. This post will be summarizing the general problems and the solutions I've found. I am covering it all long form in my Customizing Normals video series. It is complicated, but actually looks like it could be fairly convenient to use once fully developed. Now I’m on the second main setup which has more options. The first was Object Generated Normals, which was clean but inflexible. I've identified the main issues and produced several proof of concept setups that solve them. I've learned a bunch of GLSL, vector math, Blender's new Geometry Nodes, and the new Malt render engine. One thing led to another, and now I've been down this rabbit hole for months. But I got curious about why it looked bad, and if it could just be fixed in some convenient way. My goal as a 3D artist is to illustrate my own comics, so this is something that could be fixed in post production. Anyone familiar with 3D anime from shows or games will recognize that dynamic toon shading usually looks bad, or is often avoided entirely. I've been working on solving the problem of making clean stylized cartoon shading, specifically for anime style faces.
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