 Hei! It's the BNPR Show, a Celebration of Stylized Rendering. On today's show, can you better NPR? Inokuni 2, you can learn a lot from it. Real-time edge rendering is in blender. Tutorial and tricks. Ian Packeted made a simple and fast grain shader to add a very interesting stylized effect. The idea is to add a very small veranoid texture to the color input of the diffuse BSDF. The types of texture like cloud can also be used here. Then using a color wrap, he colors the grayscale shader model. The result is very interesting looking NPR. It is a short video, go watch it. Next trick. 100 drips matte disc screen tone and hatching material. The hatching and screen tone are matte from the same setup. For hatching, from the texture coordinate, you take camera or window view, separate it and only take the Y component and pipe it into a band texture. Then the output is blended together using linear light blend mode. Later combine with the shader info from the principle BSDF. Hatching has one part of this note setup while screen tone has two. Screen tone mixes two of the hatching note setup but in different directions before is blended with the principle BSDF. Next the result is linked to a color ram for coloring and shading control. These are simple setup and very effective. How about trying them after this? Moving on. Yuki Mituki made this interesting looking GIF. It is a parallax box. It behaves as if there are depth. A very popular example for this is on the buildings in The Spider Man Into the Spiderverse. Using parallax, they do not have to model the interior of the building but get some details inside the building. This is how it is done. Here is a cube. It is already UV unwrap. The magic is to shift the UV map based on our viewing angle which is done by this parallax note group. We have two major inputs, the UV coordinate and the geometry normal. We use normal to offset the UV coordinate. First we separate the geometry normal vector. Here we can multiply the strength of the shift. Then we can combine them and add the modified normal vector to the UV vector. The result is a UV vector that will change as on your viewing angle. Easy isn't it? This can be done in any version of blender. You can layer many UVs and textures with different shifting strength to create depth and details. Next trick. CGVirus made a vertex normal editing introduction video. Here he introduces the tools and in which context they are used. As vertex normal editing is a work in progress, working with it right now is not intuitive. You have to go to object data than normal to toggle auto smooth to on just to see any effect using the tools. Rotating vertex normal also not intuitive. You have to press R for Rotate then press N to change editing to rotating normal. Currently N is not displayed as a tool tip in the info panel. This feature is frankly quite hidden. What we hope to see is turning vertex normal editing into its own editing mode, freeing up many hotkeys. Also make a cool giz mode to make editing super intuitive. Anyway, go watch this video. It is very informative. NPR Games The second Nino Kuni Game Nino Kuni 2 Revenant Kingdom has better NPR characters compared to the first game but a downward of the NPR-ness in the environment. If you have the chance to get this game on PC, there are few things you can learn from it. From the 1003 characters that you can unlock in the game you can learn one character design or sort of hairstyle and body proportion and sum with tales. 2. Learn how to edit vertex normal to get good shading transition. 3. The color use This game is a treasure trove of good colors. 4. The shadow at full quality is not perfectly recast. It is even better when the shadow is set to low quality. It abstracts the shape casting the shadow. 5. Go get Nino Kuni 2 and Ogre at the characters. 6. Animation Spider-Man Into the Spider-Verse has a style mixing normal 3D shading with 2D comic elements. It is something different and really stands out. 7. Here is how it is done. Character animation mostly includes background in one. Most NPR effects are screen-space effects. Screen-space means the effects are added to be seen flat on the viewing surface and not map on the mesh. Rim light effect using screen tone dots on highlight. Line hatching on shadow. Selective chromatic aberration. Surface line on character faces and speed line akin to what we can do with wrist pencil. Warm key and cool feel lights everywhere. Parallax on reflective flat surfaces such as building. Many of the tricks in the movie has been shown. Now you can make your own Spider-Verse. 7. Moving back to Blender Creation. Chaos Monger Studio made a thriller for the animation robot will protect you. It is very atmospheric, go wash it. Dylan Gu in collaboration with Blizzard made Katsu Wash Best Stead Rises. If you have not washed it, please do it after this video. 8. News There is a controversial development with Spider-Man into the Spider-Verse. Sony is trying to pattern NPR. Specifically, 1. Rendering and compositing technology for screen tones. We have seen how this is start earlier and it is very simple. 2. Drawing edges on the surface of the geometry like wrist pencil. Then convert the lines to mesh for rigging. 3. Machine landing component We did way to put rendering lines in the next frame. 4. Shading tools that create the illusion of depth on a flat surface for the emulation of interior volume of buildings with illustrated graphic reflection. Isn't that just parallax? I think we know how to do that. Most of these are not new and have been done in many games, animation and illustration. Plus the techniques are public domain. What do you think? Should or could Sony pattern NPR techniques? Let's hear it in the comment section. 100 drips on Twitter made a lovely deterring material. The note 3 is crazy. Here's a cool trick. Sering can also be used as transparency factor. Render developers, please turn this note 3 into a shader. L.A. NPR, the real-time edge renderer with stable intersection edge view is available for testing. Twitter user MonoRender made this cool render to test it. CWLU also made a video showcasing what L.A. NPR can do now. Everyone, go download this latest build. Link in the show notes. There are 2 artworks this month worth of a little discussion. Tisha Han on Sketchfab is famous for his shadeless 3D creation. This time he made a mesh box with a tiger head on it. He uses a lot of inverted hull method for the outline. He even layered few inverted hull to encapsulate the tiger head. Simple yet exciting. If you look at this render from afar, you will not see anything special from it. Only when up close, we can see the details. The shading is a work by just a sec on this chord based on a model by G.H. Purple on Sketchfab. It feels like looking at skilled screen printing. It uses the stamp screen tone shader presented earlier in this video. The show is almost over but you can go to these places for more NPR. This show is made possible by our lovely patrons. They get early access to this video. The hardcore tier gets blend file related to this show. This is our first show. Feedback is welcome. You can contact us with artwork, tricks and tutorial and news items. It can be your own staff or made by others. Use the show's contact form or links in the show note. Before we depart one last question, what do you love about NPR?