Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Description of TAAS.blend/TAAS.png
- ---------------------------------------------------------------------------------------------------------------------------------
- BaseColor / ShadowColor / ShadowMap / HilightMap
- A sample of nodes that can be used to create each texture.
- how to use.
- Specify this material by creating the UV of the model for which you want to create a texture.
- In the texture paint mode, select the image to be rendered and select each image in the slot.
- BaseColor / ShadowColor / HilightMap
- Paint with your favorite color.
- ShadowMap / Hilight_A
- Write in white / black.
- Other than HilightMap
- Save the image and complete.
- HilightMap
- By rendering, HilightMap_A is incorporated into the alpha channel.
- Since saving of blender body and saving of each image are handled separately, please do not forget to save each image.
- ---------------------------------------------------------------------------------------------------------------------------------
- Explanation of each part
- 1.
- The part corresponding to the unity inspector property.
- By setting unity and blender to the same setting value, it is almost the same rendering state.
- 2.
- The output can be switched to 3 ways
- 3.
- Sets the size of the texture to be output.
- 4.
- Switch to texture mode and write.
- 5.
- Save / reload images.
- Since saving of blender body and saving of each image are handled separately, please do not forget to save each image.
- ---------------------------------------------------------------------------------------------------------------------------------
- Description of ToonGenerate.blend / ToonGenerate.png
- ---------------------------------------------------------------------------------------------------------------------------------
- A sample to easily create a Toon texture with Blender.
- It outputs the state of the color lamp as it is to the texture.
- 1.
- The part corresponding to the unity inspector property.
- 2.
- Adjust the colorlamp to create toon.
- 3.
- Switch texture for creation and texture for confirmation.
- 4.
- Generated textures such as blend are not normally displayed in real time.
- By changing the rendering mode to render, it is possible to create toon while confirming the change in real time.
- 5.
- Save / reload images.
- Since saving of blender body and saving of each image are handled separately, please do not forget to save each image.
- 6.
- It is set so that the state of the color lamp is output as it is.
- ---------------------------------------------------------------------------------------------------------------------------------
- Description of Weight2vcolor.py
- ---------------------------------------------------------------------------------------------------------------------------------
- You can adjust the effect by specifying the vertex group in the outline display of the modifier.
- You can use this to easily control the thickness of the outline.
- To use this weight value with TypeAAnimeShader, it is necessary to write to the R component of vertex color, and it is a script for that.
- how to use.
- Line 4: OBJ_NAME = "Body"
- Line 5: GROUP_NAME = "Col"
- Change "Body" / "Col" and execute script.
- "Body" - Name of the object you want to apply.
- "Col" - Name of vertex group & vertex color.
- Both must be the same name in this script.
Advertisement
Add Comment
Please, Sign In to add comment