Hello, folks;
This conversation could be very abstract, but I’ve decided it is much better to share some of the results, so that it may become very clear, what the Rendering problem is about. EDIT: I’m sorry, but I had to decide between making this thread in the Rendering/Compositing section and the Material/Shading section; I hope I’ve made the right choice.
The image below is a 2D OC Character of mine (Aisha) which I’ve been making in 3D for a while. Recently, I’ve found a special combination of solutions which can generate this very appealing Ilustration flavor to the Render. It was Rendered in Workbench with simple Compositing, against all odds as for a while I was not able to figure out any interesting results in EEVEE in spite of Compositing.
The combination taking place here is very straightforward:
- Good yet simple Texture Painting (please, focus on the Skin Material only when it comes to Image Texture);
- One (or more) Line Art Modifier for a Scene-like Grease Pencil Object Targeting different Mesh Object Collections;
- Workbench Render Engine; Lighting: Flat, Color: Texture, and with careful settings for Shadow and Cavity Options
- And for Compositing, Nodes are just Hue/Saturation/Value, Color Balance Node and (negligeable) Kuwahara.
For an ilustration project, or even some very Stylized 3D Animation project, maybe that is probably a nice solution. Besides it’s very lightweight.
However, here is where things start to get complicated (at least for me).
Workbench doesn’t actually Render Lighting from Light Objects source, nor can it hold special Shading (e.g., Roughness for special reflections on Materials; though I’ve heard it might handle some sort of Transparency with caveats), nor can it handle any sort of Noding solutions (even Image Texture Nodes cannot be Mixed together!!!). Well, probably everyone used to this section already knows all these very well, but just to revise then.
So, it became imperative for me, for this aesthetic investigation, to get past those Workbench limitations in some way (because, especially, directive Lighting from curated Light Objects including with precise Light Colors, is super-important in Scenes for translating emotion).
The first candidate for me, is EEVEE; assuming it is even plausible to emulate the ilustrative quality of Workbench in some way, while attending to the Lighting needs.
So, I’ve made these 2 extra Renders in EEVEE (again, focus more in the Skin Material, though not only). In the first one, we can see special Lighting from a Point Light Object in-between the Hands of the 3D Character; we can also observe some sort of Reflection from the Iris now (Roughness), although I should mention the white ‘Reflection’ spots in the Pupils are, in this case, just a basic Color Map trick (it doesn’t show in the Workbench Render, because Node combinations do not work at all, not even the simplest tricks!).
So, as you can see, those results in EEVEE are extremely different. So, this now gets more complicated and enters the Shading domain. No matter what I do now, I just don’t seem to get matching results (assuming that would even be plausible!).
I’ve swapped all the Light Objects to 3 Suns (white, orange, pink) instead of 1 Sun (white) and the other 2, Areas; besides there is this addtional new 1 Point (cyan). I believe that strategy sort of improved a little (‘Flattened out’ maybe), the Light effect of Shading onto the 3D Surfaces, so it helps it looks more like the 2D results from Workbench (which might work with more global Lights, thus more like Sun than anything else). But that wasn’t any close to sufficient.
I’ve implement Ambient Occlusion (Input Node), to try to mimic the Cavity; but again, this is far from optimal; but it provided some improvements nonetheless.
Nodes-wise in Shader Editor, it is basically this:
So, the big question is:
How to make EEVEE look more like Workbench?
(And if EEVEE is not good enough for this ‘backward’ approach, perhaps Cycles?)
(Also, I do not discard Compositing multiple Render Engines, but I do not have experience in that, and I believe there would be tons of different approaches, and most of which will just not work, not without a lot of understanding of Compositing/Rendering which I do not have currently).
In terms of Shading, I do not know whatever else to do with these Nodes (assuming a good approach would come from Nodes). If you pay careful attention to the 2D ilustration-like render, you’ll realise that this is not exactly Cell Shading (and nor is it exactly Cell Shading that I’m looking forward to). Although there exist a world in which, playing with some sort of ‘Partial’ Cell Shading, might be the solution? But I know this is usually quite difficult (there is barely any tutorial on this particular technique), thus I want to avoid if possible.
Thanks in advance for any feedback!
Really, I do not need to reproduce Workbench ‘features’ like 100%; but, if could get at least a better approximation (e.g., about 50%) toward the Workbench Render, from the state I currently got in EEVEE, that would already be a real game-changer!
Funily enough, popular tutorials in Blender are like: ‘How to make EEVEE looks like Cycles’ and stuff like that; sure I understand. But where is the opposite though?
Wouldn’t be great if Blender had a Workbench 2.0?