This is incredible. Just learning how to use it now, but very much looking forward to trying the shader on some models. Thank you for putting the time into this and releasing it for free, I appreciate so much.
Bloody fantastic!! I'm using this on a manor scene, and I don't think I've ever seen a painter shader this good!! Very well done, and thank you so much for making this free!!!
thank you so much this is perfect. small tip for anyone struggling with just slapping this on your model, make sure your model has a UV unwrap. this technique uses textures for the brush effect, but even a primitive Cube Projection UV unwrap will do the job and look great.
Dear lord has blessed me with the sign of your video. This informational tutorial and free shader is what I was searching for, for a long time (1 week). So THANKS! Thanks a lot.
Bit of a tip for everyone, you can go into the file and mark the matieral itself as asset for easy import into other projects from the asset browser. Thanks a lot barely art, for the file and tutorial
I've never actually used any kind of game engines, but I presume you would need to bake the textures first and then export it into unreal…. which doesn’t seem possible since this shader is currently only for eevee. In the meantime, you can check this out: czcams.com/video/zCbDjc_aBCM/video.html it also has a link to a full breakdown in the video’s description. hope that helps
This is an awesome shader! Its exactly the kind of style I was looking for to use on background objects, I do hope you fix that weird lighting issue if its even able to be fixed
If you’re talking about the ‘Brush Effect’ on the ‘PseudoPainter Shader’ node, I would’ve thought that I just went and use a ‘Fresnel’ node mixed with the paint texture/pattern as a mask for the alpha, but it turns out that wasn’t the case. What I apparently did, is to use the ‘Vector Output’ of the ‘PseudoPainter Pattern’ as a normal for the ‘Fresnel’ node to use. It’ll probably be too long of an explanation to be expressed in a purely written form, so I’m not gonna try to do it here. I do though, have a plan on how to get people to understand how the nodes work in the next update… which (unfortunately,) is still in the working.
yep. shader to rgb ; the classic-go-to stylized shader approach. (that’s me trying to sound cool and knowledgeable). Although in a more serious note, upon re-learning how I made this shader, I found that it might just be possible to make a cycles version of this, which I hope I can put out as a feature in the next update….. if I can manage to figure it out.
@@barely_art The shader you made is already amazing! If you do figure out how to make it work in cycles so we can bake it, we'd love you forever and I'd definitely support you
omg you're right. I didn't think of trying out different colored lights. I think the 'shader to RGB' node suppose to just react to different colored lights accordingly. I suspect I might have override the color of the whole shader at some point, making whatever color the object suppose to have (for example color inherited from lights) just gone. I'll try to have a look and be back, if, I manage to fix it/find a solution. VERY SORRY for the late response. I hope I didn't disrupt whatever project you're trying to do using this. and thank you for mentioning it cause I'll probably won't realize it otherwise.
@@barely_art Thanks for the reply! I tried to make it inherit the colors from light, but I couldn't figure it out. Don't sweat it if it doesn't go anywhere. Most stylized shaders seem to lack this function, so it could be some kind of eevee/node limitation. Anyway, thanks for looking into it!
Have you figured this out by yourself or did you followed some tutorial? This is really amazing, but I would love to know also the thought process behind it.
A bit of both? Unfortunately though, I made this shader sort of... 'absent-mindedly' , building it node by node without really keeping track of whatever I just did. So even though I actually wanted to make this into a tutorial, I have no idea how I actually did it. I did try to have a look inside the node groups the other day, and I have noooo idea what's going on. So yeah, a bit of a shame. I'll try to keep notes of things next time. ps. somebody mentioned that the shader doesn't actually inherit colors from lights, so I might end up re-learning how I made this in order to fix that issue. perhaps i might be able to make a breakdown/tutorial of this if i manage to fix that?
@@barely_art I noticed in the PseudoPainter Pattern node group, you have a divide node dividing its input by 10, then feeding into a multiply node to multiply it by 10. Was this an example of the absent-mindedness, or is there something about floats that you're cheesing with it that I don't know about, yet?
yep, a silly thing indeed. I tried to check and it looks like I put the ‘multiply’ node in order to cancel the ‘divide’ node, without realizing that I can just use the socket straight from the group input. My mind probably went, “Alright, this ‘divide’ node will represent the ‘Pattern Scale’ input from now on” -and didn’t realize I was just unnecessarily adding more nodes.
for some reason, my blender get EXTREMELY slow when in camera view, even in unshaded mode. I have a very powerful PC so that shouldnt be the problem. any ideas?
Hmmmm… I can’t think of any cause/solution right away. Still, I hope I can help you solve this problem so I'd appreciate it if you would elaborate the setup you’re having. But, for now, since the problem seems to only appear when viewing through a camera, a way of troubleshooting that I can think of is to check the camera setup that is being used. Are there any camera related add-ons (or the likes) being used? Are the camera’s properties (actively) modified by something else on the scene? My personal way of troubleshooting is to use the default settings for everything, and then try out different add-ons (or the likes) in isolation (or could be in some combination as well). And yeah… that could take some time to do but it’s the only thing I can think of right now. hope this helps.
The first thing I would check is the "Blend Mode" on the material settings (which is called 'options' weirdly enough). It should be set to anything but "Opaque" in order to see the transparent effect.
idk why but whenever I do it always appears black, I tried updating my version it still appears as black. Are there any solutions? I would love to know because it looks great, thanks!
(As you might’ve read,) I’ve responded to someone else in the comments who has similar problem. So, upon seeing someone else is (still) having the same problem, I tried to check if there’s just something wrong with the shader by installing the latest version of blender (v3.6.2) on four different computers with four different variables*. I then downloaded the shader from the gumroad link and tried two things; render the actual un-modified project file and also tried to import/append the shader into a new project. In all four computers, the shader works straight away, suggesting that there’s nothing wrong with the shader itself-which unfortunately makes me only able to guess why it didn’t work for some people: Apparently, the shader gets ‘broken’ whenever you try to use/import it into blender v3.3 or older. So, any save files from v3.3 or older containing the already ‘broken’ shader will not work even when you try to open them later on a newer version of blender. You have to open your project in v3.4 (or newer) first-and then import the shader. After doing some (more) testing, that is unfortunately the only possible solution I can think of so far. Besides the test I mentioned above, I also tried to use different texture coordinates, tried not to connect the vector input and output, tried to render only using the ‘PseudoPainter Shader’ node, and even tried to use Cycles as the render engine-none of them gives out just a straight ‘black’. Some of the only situations I can force that kind of ‘black’ result is by messing around with the actual content of the node group (which I presume people won’t normally do) or by ridiculously, picking black as the color. I hope this somehow in any way helps…thanks. * ▪ An old computer that never had blender installed before ▪ Had the latest version of blender, got uninstalled, preferences/settings deleted, reinstalled. ▪ Had an older version of blender, got installed the latest version without uninstalling the older ones. Tested on two different computers. It is deliberately chosen not to import preferences/settings from the older version to see if the shader would work using the default settings of blender. ps. this reply is somewhat duplicated to respond to two different comments with similar problem.
I.... can't quite figure out what you meant, but, if it got anything to do with glass-like transparency/translucency, I don't think the 'Shader to RGB' node that I use supports it. Based on what I read on the blender doc, it just straight up doesn't do it. (which is actually why I made the 'PseudoReflection' shader. it doesn't use 'Shader to RGB' node.
@@barely_artI'll try my best to describe it, I hope it makes sense, I saw you use wood texture, so I thought. What if you get one of those PNG light effects and add that shader, I am still a beginner when it comes to using nodes so I'm not sure if that is something that is possible. I kinda thought that it would look like a stylized painted light. I don't think I understand nodes enough so I apologize in case it is a stupid question. The only reason I was able to use this is because of how well you explained it. Thank you!
Please don't say that it's a stupid question when you're just trying to learn something new. With that said, I tried to (literally) googled 'light effects png' and I think I understand what you meant. So I tried to have a go and turns out it is very possible to do it (assuming I did correctly understand what you meant). And boy, it's actually quite a cool idea. It didn't cross my mind to use it that way. Although, if you really are new to nodes it might be difficult for me to explain how to do it in words, so instead I made some kind of screenshot on how to do it (assuming CZcams allow me to put links in here). Do keep in mind that if you want to use it as a light source, it might be difficult to be done using EEVEE, so you might want to put/attach an actual light in the same position of whatever object you're putting the texture/material on (so that it would seem that it actually emit light). This (specific) node configuration will also work on CYCLES btw. EDIT : i forgot to explain something in the screenshot, so i updated the link. also the image that i use for that example is an actual png image with transparent background (the light effect is NOT on top of a black background, but actually got a transparent background) image link : ibb.co/1v7ZB0L ps. please do tell me if the link doesn't work. i've never used that image hosting service before. also this is such a cool way of using it i kinda want to make this into an actual feature in the next update (which i'm currently working on), so thank you very much for this!
Unfortunately, it's not possible to change the brush pattern without directly messing with the nodes inside the group.............yet. A brand new version 2.0 update is quite close now!
Funnily enough, it actually happened to me as well. What ended up being the solution (for me) is updating my blender version. I think the other computer that I tested it on used version 3.3 (while I made the shader using 3.4). It seems that they made some changes regarding the nodes which makes one of the nodes that I use ended up not working. If that doesn't work, a way of troubleshooting that I can think of right now is to do a clean install of another version of blender (3.4 and above) that you are not currently using*, and try it out using that. If it works, then it's possible that something in your current blender configuration is causing it. At that point though, even I would just try out different things in order to fix it. *if for example you are using 3.5, then try installing 3.4 or 3.6
Hello! Sorry for the late reply! So, upon seeing someone else is (still) having the same problem, I tried to check if there’s just something wrong with the shader by installing the latest version of blender (v3.6.2) on four different computers with four different variables*. I then downloaded the shader from the gumroad link and tried two things; render the actual un-modified project file and also tried to import/append the shader into a new project. In all four computers, the shader works straight away, suggesting that there’s nothing wrong with the shader itself-which unfortunately makes me only able to guess why it didn’t work for some people: Apparently, the shader gets ‘broken’ whenever you try to use/import it into blender v3.3 or older. So, any save files from v3.3 or older containing the already ‘broken’ shader will not work even when you try to open them later on a newer version of blender. You have to open your project in v3.4 (or newer) first-and then import the shader. After doing some (more) testing, that is unfortunately the only possible solution I can think of so far. Besides the test I mentioned above, I also tried to use different texture coordinates, tried not to connect the vector input and output, tried to render only using the ‘PseudoPainter Shader’ node, and even tried to use Cycles as the render engine-none of them gives out just a straight ‘black’. Some of the only situations I can force that kind of ‘black’ result is by messing around with the actual content of the node group (which I presume people won’t normally do) or by ridiculously, picking black as the color. I hope this somehow in any way helps…thanks. * ▪ An old computer that never had blender installed before ▪ Had the latest version of blender, got uninstalled, preferences/settings deleted, reinstalled. ▪ Had an older version of blender, got installed the latest version without uninstalling the older ones. Tested on two different computers. It is deliberately chosen not to import preferences/settings from the older version to see if the shader would work using the default settings of blender. ps. this reply is somewhat duplicated to respond to two different comments with similar problem.
that depends on you I suppose. but, there's a new node called 'pseudoPainter (Legacy)' that I added in a recent update (v2.05). you can use that node to get the look of v1 if you want. feel free to tell me if there's any problem with the recent update. thanks
just in case you didn't know, there is now a v2.06. I removed the bump setting since i found it slows down performance by quite a bit even when turned off (set to 0).
the 'pseudoEdgeEffect' node should give you same/similar effect. you can also drive it using pData from 'pseudoPainter (Legacy)' node to get even more similar look to v1
A new version of the shader is now available. Check the video linked in the description. I removed the download link from this video to make sure people check out the better and new version 2.0 . It's still free and includes the version 1 shown in this video as well
This is incredible. Just learning how to use it now, but very much looking forward to trying the shader on some models.
Thank you for putting the time into this and releasing it for free, I appreciate so much.
this is just incredible. Thank you so much for making this available for free, everything looks so beautiful now :D
This is what I have been looking for for MONTHS, thank you so much!
Bloody fantastic!! I'm using this on a manor scene, and I don't think I've ever seen a painter shader this good!! Very well done, and thank you so much for making this free!!!
might just got better. check out v2.0 from the link in the description
man i am speechless , this is dope work
thank you so much this is perfect.
small tip for anyone struggling with just slapping this on your model, make sure your model has a UV unwrap. this technique uses textures for the brush effect, but even a primitive Cube Projection UV unwrap will do the job and look great.
Dear lord has blessed me with the sign of your video. This informational tutorial and free shader is what I was searching for, for a long time (1 week). So THANKS! Thanks a lot.
This is absolutely fascinating.
Looks awesome.
Will have to try it ASAP.
Thank you
Wow, just wow! Thank you so much for this! You are a legend!
this is great. thank you so much! very simple and effective to follow for a new person to blender. Please consider making more tutorials
Bit of a tip for everyone, you can go into the file and mark the matieral itself as asset for easy import into other projects from the asset browser.
Thanks a lot barely art, for the file and tutorial
And thank you for the tip! Really nice to see other people also sharing some of their knowledge!
@barely_art
How to export it to unreal engine
after applying the shader to my models in blender
I've never actually used any kind of game engines, but I presume you would need to bake the textures first and then export it into unreal…. which doesn’t seem possible since this shader is currently only for eevee.
In the meantime, you can check this out:
czcams.com/video/zCbDjc_aBCM/video.html
it also has a link to a full breakdown in the video’s description.
hope that helps
Thank you for your hard work!!
Absolutely fantastic!
This is insanely good I love you
This is an awesome shader! Its exactly the kind of style I was looking for to use on background objects, I do hope you fix that weird lighting issue if its even able to be fixed
Even more, a whole new v2.0 is now available-where you can even dial the amount of color using a value. link in the description!
Impressive! Thanks for sharing.
TYSM!! i was looking for this texture for a cake
I needed this. Thanks!
Cool!!!That's Awesome!
Hi this is so awesome, thank you for sharing!
That's insane!
you are a god for this!
Thank you!!
Wonderful Stuff
THIS IS THE BEST ADD ON I EVER HAD!!! AWESOME!!!!
IT MIGHT JUST GOT BETTER!!! VERSION 2 IS OUT NOW!!! LINK IN THE DESCRIPTION!!!
@@barely_art you are thebest😄
were can i download it? I can't find a link.@@barely_art
amazing
could you explain how did you achive that kind of outline effect?
Its amazing.
If you’re talking about the ‘Brush Effect’ on the ‘PseudoPainter Shader’ node, I would’ve thought that I just went and use a ‘Fresnel’ node mixed with the paint texture/pattern as a mask for the alpha, but it turns out that wasn’t the case. What I apparently did, is to use the ‘Vector Output’ of the ‘PseudoPainter Pattern’ as a normal for the ‘Fresnel’ node to use. It’ll probably be too long of an explanation to be expressed in a purely written form, so I’m not gonna try to do it here. I do though, have a plan on how to get people to understand how the nodes work in the next update… which (unfortunately,) is still in the working.
Splendid
thank you very much
This is better than all alternatives, and it's free. Thank you.
I would pay for a Cycles variant so that I could bake to texture!
My guess is that somewhere in this shader is a Shader To RGB node. And that node is exclusive to Eevee...
It would be so nice if Cycles had that....
yep. shader to rgb ; the classic-go-to stylized shader approach. (that’s me trying to sound cool and knowledgeable). Although in a more serious note, upon re-learning how I made this shader, I found that it might just be possible to make a cycles version of this, which I hope I can put out as a feature in the next update….. if I can manage to figure it out.
@@barely_art The shader you made is already amazing! If you do figure out how to make it work in cycles so we can bake it, we'd love you forever and I'd definitely support you
and now there is! Version 2.0 is now available, link in the description! (it's still free)
v2 is now available with cycles, link in the description. (i didn't try baking tho)
gila manteb banget sih ini, keren
thnx earned a sub
tysm wow
keren bang, kapan" kalo ada waktu bikinin penjelasan ngebedah tentang isinya biar kita bisa bikin shader juga
Excuse me good sir, but are you by any chance a.. - god damn wizard? (Jokes aside, great work!)
thank you 🙏 plz make more tutorials
Nice! Was that watercolor-ish background done with the same tool?
yep
Can this shader work also in unity 3d... or do i need to recreate this in unity from scratch
Is there a way to make the shader inherit the lighting colors from the scene rather than manually adjusting them?
omg you're right. I didn't think of trying out different colored lights. I think the 'shader to RGB' node suppose to just react to different colored lights accordingly. I suspect I might have override the color of the whole shader at some point, making whatever color the object suppose to have (for example color inherited from lights) just gone. I'll try to have a look and be back, if, I manage to fix it/find a solution.
VERY SORRY for the late response. I hope I didn't disrupt whatever project you're trying to do using this. and thank you for mentioning it cause I'll probably won't realize it otherwise.
@@barely_art
Thanks for the reply!
I tried to make it inherit the colors from light, but I couldn't figure it out. Don't sweat it if it doesn't go anywhere. Most stylized shaders seem to lack this function, so it could be some kind of eevee/node limitation.
Anyway, thanks for looking into it!
and now it can! v2.0 is available now! link in the description!
Impressive, very nice. Now I just have to reverse engineer it into my own software of choice ...
i love you
Have you figured this out by yourself or did you followed some tutorial? This is really amazing, but I would love to know also the thought process behind it.
A bit of both? Unfortunately though, I made this shader sort of... 'absent-mindedly' , building it node by node without really keeping track of whatever I just did. So even though I actually wanted to make this into a tutorial, I have no idea how I actually did it. I did try to have a look inside the node groups the other day, and I have noooo idea what's going on. So yeah, a bit of a shame. I'll try to keep notes of things next time.
ps. somebody mentioned that the shader doesn't actually inherit colors from lights, so I might end up re-learning how I made this in order to fix that issue. perhaps i might be able to make a breakdown/tutorial of this if i manage to fix that?
@@barely_art I mean, that would be great, but you already did a lot. I haven't studied your node set up yet, maybe I will give it a go as well.
@@barely_art I noticed in the PseudoPainter Pattern node group, you have a divide node dividing its input by 10, then feeding into a multiply node to multiply it by 10.
Was this an example of the absent-mindedness, or is there something about floats that you're cheesing with it that I don't know about, yet?
yep, a silly thing indeed. I tried to check and it looks like I put the ‘multiply’ node in order to cancel the ‘divide’ node, without realizing that I can just use the socket straight from the group input. My mind probably went, “Alright, this ‘divide’ node will represent the ‘Pattern Scale’ input from now on” -and didn’t realize I was just unnecessarily adding more nodes.
looks very interesting.
Too bad it's cycles. I can't somehow save the final texture into a picture, can I?
im pretty sure you should be able to bake it (just look up texture baking in blender)
it literally says in the title that its eevee???
What is changing? Not the base color. Normals?
tutorial for characters please!
for some reason, my blender get EXTREMELY slow when in camera view, even in unshaded mode. I have a very powerful PC so that shouldnt be the problem. any ideas?
Hmmmm… I can’t think of any cause/solution right away. Still, I hope I can help you solve this problem so I'd appreciate it if you would elaborate the setup you’re having.
But, for now, since the problem seems to only appear when viewing through a camera, a way of troubleshooting that I can think of is to check the camera setup that is being used. Are there any camera related add-ons (or the likes) being used? Are the camera’s properties (actively) modified by something else on the scene? My personal way of troubleshooting is to use the default settings for everything, and then try out different add-ons (or the likes) in isolation (or could be in some combination as well). And yeah… that could take some time to do but it’s the only thing I can think of right now.
hope this helps.
When I use the brush effect on the main material instead of being transparent its pitch black, how do I fix it?
The first thing I would check is the "Blend Mode" on the material settings (which is called 'options' weirdly enough). It should be set to anything but "Opaque" in order to see the transparent effect.
idk why but whenever I do it always appears black, I tried updating my version it still appears as black. Are there any solutions? I would love to know because it looks great, thanks!
Same problem here.
(As you might’ve read,) I’ve responded to someone else in the comments who has similar problem. So, upon seeing someone else is (still) having the same problem, I tried to check if there’s just something wrong with the shader by installing the latest version of blender (v3.6.2) on four different computers with four different variables*. I then downloaded the shader from the gumroad link and tried two things; render the actual un-modified project file and also tried to import/append the shader into a new project. In all four computers, the shader works straight away, suggesting that there’s nothing wrong with the shader itself-which unfortunately makes me only able to guess why it didn’t work for some people:
Apparently, the shader gets ‘broken’ whenever you try to use/import it into blender v3.3 or older. So, any save files from v3.3 or older containing the already ‘broken’ shader will not work even when you try to open them later on a newer version of blender. You have to open your project in v3.4 (or newer) first-and then import the shader.
After doing some (more) testing, that is unfortunately the only possible solution I can think of so far. Besides the test I mentioned above, I also tried to use different texture coordinates, tried not to connect the vector input and output, tried to render only using the ‘PseudoPainter Shader’ node, and even tried to use Cycles as the render engine-none of them gives out just a straight ‘black’. Some of the only situations I can force that kind of ‘black’ result is by messing around with the actual content of the node group (which I presume people won’t normally do) or by ridiculously, picking black as the color.
I hope this somehow in any way helps…thanks.
* ▪ An old computer that never had blender installed before
▪ Had the latest version of blender, got uninstalled, preferences/settings deleted, reinstalled.
▪ Had an older version of blender, got installed the latest version without uninstalling the older ones. Tested on two different computers.
It is deliberately chosen not to import preferences/settings from the older version to see if the shader would work using the default settings of blender.
ps. this reply is somewhat duplicated to respond to two different comments with similar problem.
@@barely_art Thank you, Sir! I found a problem. My version was just too old so it is worth to double check it :)
@@barely_artit works! And it looks great thank you so much!
i would like to ask how i can make a transparent light effect with the patterns?
I.... can't quite figure out what you meant, but, if it got anything to do with glass-like transparency/translucency, I don't think the 'Shader to RGB' node that I use supports it. Based on what I read on the blender doc, it just straight up doesn't do it. (which is actually why I made the 'PseudoReflection' shader. it doesn't use 'Shader to RGB' node.
@@barely_artI'll try my best to describe it, I hope it makes sense, I saw you use wood texture, so I thought. What if you get one of those PNG light effects and add that shader, I am still a beginner when it comes to using nodes so I'm not sure if that is something that is possible. I kinda thought that it would look like a stylized painted light. I don't think I understand nodes enough so I apologize in case it is a stupid question.
The only reason I was able to use this is because of how well you explained it. Thank you!
Please don't say that it's a stupid question when you're just trying to learn something new. With that said, I tried to (literally) googled 'light effects png' and I think I understand what you meant. So I tried to have a go and turns out it is very possible to do it (assuming I did correctly understand what you meant). And boy, it's actually quite a cool idea. It didn't cross my mind to use it that way. Although, if you really are new to nodes it might be difficult for me to explain how to do it in words, so instead I made some kind of screenshot on how to do it (assuming CZcams allow me to put links in here). Do keep in mind that if you want to use it as a light source, it might be difficult to be done using EEVEE, so you might want to put/attach an actual light in the same position of whatever object you're putting the texture/material on (so that it would seem that it actually emit light). This (specific) node configuration will also work on CYCLES btw.
EDIT : i forgot to explain something in the screenshot, so i updated the link. also the image that i use for that example is an actual png image with transparent background (the light effect is NOT on top of a black background, but actually got a transparent background)
image link : ibb.co/1v7ZB0L
ps. please do tell me if the link doesn't work. i've never used that image hosting service before.
also this is such a cool way of using it i kinda want to make this into an actual feature in the next update (which i'm currently working on), so thank you very much for this!
How to bake these textures??
You are amezing! Hey! i want to change brush strokes pattern, how can i change this? Can i able to do this. Mean I want another brush strokes.
Unfortunately, it's not possible to change the brush pattern without directly messing with the nodes inside the group.............yet. A brand new version 2.0 update is quite close now!
@@barely_art in 2.0 can I able to change?
yep
2.0 is now available. check the video description!
@@barely_art thank U so much. ❤️❤️
Do you know why it's just black for me even in the project file you provided
Funnily enough, it actually happened to me as well. What ended up being the solution (for me) is updating my blender version. I think the other computer that I tested it on used version 3.3 (while I made the shader using 3.4). It seems that they made some changes regarding the nodes which makes one of the nodes that I use ended up not working.
If that doesn't work, a way of troubleshooting that I can think of right now is to do a clean install of another version of blender (3.4 and above) that you are not currently using*, and try it out using that. If it works, then it's possible that something in your current blender configuration is causing it. At that point though, even I would just try out different things in order to fix it.
*if for example you are using 3.5, then try installing 3.4 or 3.6
@@barely_art Thank you for the quick reply I will try it for sure!
@@barely_art hi i have the same issue i installed the newer version and still all i get is black
can you help me please ?
Hello! Sorry for the late reply!
So, upon seeing someone else is (still) having the same problem, I tried to check if there’s just something wrong with the shader by installing the latest version of blender (v3.6.2) on four different computers with four different variables*. I then downloaded the shader from the gumroad link and tried two things; render the actual un-modified project file and also tried to import/append the shader into a new project. In all four computers, the shader works straight away, suggesting that there’s nothing wrong with the shader itself-which unfortunately makes me only able to guess why it didn’t work for some people:
Apparently, the shader gets ‘broken’ whenever you try to use/import it into blender v3.3 or older. So, any save files from v3.3 or older containing the already ‘broken’ shader will not work even when you try to open them later on a newer version of blender. You have to open your project in v3.4 (or newer) first-and then import the shader.
After doing some (more) testing, that is unfortunately the only possible solution I can think of so far. Besides the test I mentioned above, I also tried to use different texture coordinates, tried not to connect the vector input and output, tried to render only using the ‘PseudoPainter Shader’ node, and even tried to use Cycles as the render engine-none of them gives out just a straight ‘black’. Some of the only situations I can force that kind of ‘black’ result is by messing around with the actual content of the node group (which I presume people won’t normally do) or by ridiculously, picking black as the color.
I hope this somehow in any way helps…thanks.
* ▪ An old computer that never had blender installed before
▪ Had the latest version of blender, got uninstalled, preferences/settings deleted, reinstalled.
▪ Had an older version of blender, got installed the latest version without uninstalling the older ones. Tested on two different computers.
It is deliberately chosen not to import preferences/settings from the older version to see if the shader would work using the default settings of blender.
ps. this reply is somewhat duplicated to respond to two different comments with similar problem.
It's pseudopainter 2 still fine for this?
that depends on you I suppose. but, there's a new node called 'pseudoPainter (Legacy)' that I added in a recent update (v2.05). you can use that node to get the look of v1 if you want.
feel free to tell me if there's any problem with the recent update. thanks
It worked! Thank you so much for your availability!! @@barely_art
just in case you didn't know, there is now a v2.06. I removed the bump setting since i found it slows down performance by quite a bit even when turned off (set to 0).
@@barely_art perfect! Thank you so much
Could we use it in commercial work?
yes
@@barely_art Awesome, thank you
How do i get brush effect on pseudo painter 2
the 'pseudoEdgeEffect' node should give you same/similar effect. you can also drive it using pData from 'pseudoPainter (Legacy)' node to get even more similar look to v1
@@barely_artthank you very much
where is the link???
It s not working in blender 3.0
where is the link???
A new version of the shader is now available. Check the video linked in the description. I removed the download link from this video to make sure people check out the better and new version 2.0 . It's still free and includes the version 1 shown in this video as well