 Hello, this is Light and I'm going to show you the new freestyle UI upgrade that we initiated and this development was funded by us, the BNPR team and we are trying to get freestyle UI up to that so that it's easier to teach, easier to understand and more people will start using freestyle because it's really awesome so if you use freestyle previously the to edit freestyle you go to the render properties here and then you try to click freestyle but it's not longer here because it's not logical to be in the render properties it is more logical in the view layer properties in this view layer in the view layer you click this render so you are activating freestyle for this view layer and then you have all these panels here and see the what they are so this is your line view map setting for your whole view map then you have your line selection which is a line set freestyle line set you will have the selection by image folder visibility h5s mark and collection then the next part is you will have the line style this is where you name your line style this is where you put your stroke geometry color alpha thickness and texture if this is easier for you to let's say we are working on the geometry and then it's easier for you to see the stroke at the same time so you can see more information and work more seamlessly here and then that is the rough part of the UI change and let's go to this mesh and why it is looking so weird so to do fine detection C8 by pipe for this open mesh you will detect the border if you activate this this border will detect open mesh here and here this line the line will appear in this places and then for freeze is by the angle of the faces for like here this and this faces between the faces between this and this the angle is 90 degrees and so in the freestyle here freestyle panel the angle is controlled by this the detection is controlled by this by the freeze angle 134 degrees means anything lower than 104 degrees will have lines drawn on it so we have 90 here so 90 is smaller in 134 so the line will be drawn if you have this crease selector and for silhouette silhouette is very explanatory is like anything that has depth to it you will draw lines for example like this anything that has depth and it will also draw around this object and then that is silhouette for edge mark is here you mark the edges you will turn green you go to your edge menu you select mark freestyle edge here for example let's do this on this one and mark freestyle edge you will get the line drawn here and then contour is the outer shape the outer silhouette of the outer shape of the object will get for individual object for external contour it is the combination of at the object let's say you have two of this and then that it will not draw the line inside it will draw as a group of object the external line of the group of the object and then material boundary is like the differences like for example what i'm highlighting right now is material A and here is material B so there will be a line here if you use material boundary so between the two material will have a line for suggestive control and rich and valley these two are very hard to use and not commonly used so i will not show you what it is so that is pretty much the mesh but before that we have to go to here to show you another feature freestyle for the line selection from here for here we have the face mark right for face mark you will do it using face selection here you go you select the mesh from F go to mark freestyle edge if unselect it it will turn green it will not be as green as this if you are using the default team mine is still green but not as bright as this one when you do it use face mark normally you use it in the exclusive mode exclusive mode means for example you don't want that part of the mesh don't to have any line drawn you use exclusive for condition 1 face and both faces this is a bit hard to explain so i wouldn't be explaining it here because using this will be quite quite advanced and then that is this mesh explanation so let's get back to the setting here view map page this is when we have a big scene then we don't want to recalculate the view map all the time so this will save our time if we are doing fast test render do this we don't need that right now because this scene is very small render freestyle as render pass here this will add a compositor pass in the output of the compositor freestyle pass in the compositor here we don't need it now kaling means anything outside of this camera view will not get rendered so ignore out of view object face move depth is used when you have broken lines on your mesh this will have a more fine calculation on rounder objects or subdivided faces advanced option this are for advanced user if you know how freestyle silhouette algorithm is calculated you will use this if you don't know how it works this is better let's just ignore it because it's really advanced and i know the map is quite advanced view calculation and here i will explain it to you partly you have the visibility selection by visibility your line set this line set is pretty much line section where you want to draw your line on a mesh on the face or not on the face or on the line detection whether it's visible or not visible or another way to put it is if you want the line to be available or not available so for visibility visible will only be rendered for hidden only hidden line will be rendered anything visible like in this hole will not get rendered so any L hidden lines will be rendered so quantitative visibility means how many faces behind that mesh it will get rendered so right now we have start from zero means this face will get rendered even the hidden 100 layer behind faces will get rendered this number is a bit crazy normally we only put maybe 2 maybe 3 but we don't use this as often this is only useful for engineering kind of rendering for right now for simply city let's use visible edge type we have negation and this is if you have this selection this line selection you will include it as a render when you put exclusive you don't want it get this selected edges to be rendered most of the time we use inclusive for combination this let's explain like this silhouette and freeze so logical all means when silhouette detects it and or crease will detect the line both of them will draw the line for logical and both silhouette and crease must find the same line for it to get drawn so this if you use and you will have a lot less lines if you use all you have a lot more lines face mark already explain it to you roughly just now let's see if we can and see what's rendering okay i just i play with this just now so exclusive here this when you excluded so it wouldn't be get wouldn't get drawn in this region okay and if you want a collection to have a certain line then you use this collection so we only have one collection so everything will draw this using this line set if you don't want the group of object the collection of object to have a certain line or not have a certain line you can use inclusive or exclusive normally you use inclusive means only the object in the collection will get rendered so that is the line selection or in the line okay this is the line style this is where we name or lines for example let's start with something simple simple line here we have this this as the name and then let's go to the stroke directly you will see that we have the line selection as the line set and then this as line style so if we were to change this name to main page we will show here so this is the line set this is the line style for these caps okay we have a good view here for this cap using but just end for round the line will have a round cap for square it will extend the line with a square so it is longer when you use square okay let's go back to but and for chaining we have black chaining so it only draw one line if you will have the same object the line will chain if it's the same object if another object infront of it the line will split so the line will not chain to another object and sketchy means it will draw how many times how many rounds that is stated here you can do extreme so this part is a lot use in the line line style geometry if you have the setting compact setting here you will be playing with sketchy for now we use plane okay for here the splitting you can split the line by an angle or a range of angle these are not really use a lot but this will be use a lot the length will be use a lot for example you split it by 20 pixel that means if we have some thickness long stroke and curve then like this we multiply to here for every 20 pixel for every 20 pixel it will split the chain so it will block the break the line every 20 pixel there is 2 things that looks the same here and can get very confusing this is for split pattern this is splitting the line by the pattern let's remove this length so in split pattern you are doing your dash gaps by splitting the line so this is one line split this is second line split this is another line split like this for dash line it don't split the line just cut the line so the line will be the chaining is still same from for example here this is one chain but it is cut so it is the viewing is cut but the the underlying chain is still intact so that's the difference between split pattern dash line and then we have line selection here let's start from this let me stop okay for sorting we can sort the line by by distance or 2D length distance from camera so you can have lines in front or behind or the longer line in front the longer line and then this projector XY is by the X direction we sort the line by for example X direction of the image and then this is not use that much until you get very extreme with the you have a lot of with depth or something more technical for sort selection you can select the minimum length of the line the maximum length of the line and the chain count if the chain is more than 10, then it will get drawn if it is less than that everything more than that will not get drawn so this is selection for next we see color and alpha color is surf explanatory you just add a color to the color you add a color to the add a color to the line but you can also create for example if you want to see how long is the chain if you don't have line of by thickness you can use it to kind of gauge where the chain start where the chain ends using the color using a long stroke modifier it's not nice looking right now so we turn this off and we have another modifier for color we have 3 angles so different angle in curvature distant from camera distant from object you can select which object to change the color noise and tangent okay it's also the same in alpha the modifier are the same but this is changing the transparency of the line but the most interesting part is in this line thickness for example now i have the base of 10 i can align the position of the line in the center of the mesh inside of the mesh outside of the relative relative of the actual position of the line and here we have few more like calligraphy calligraphy and one more actually this calligraphy and this part you can do it many ways if you want to use this base thickness you can use multiply or whatever that is available here if you don't want to use this base thickness you use mix your minimum value and maximum value will be the value that is the thickness value in the end so if your value is 2, your maximum value is 10 here it will use that as the value so if you have thickness for example here 6 and 10 like this ah, this is where you want to use the stroke round to make the line looks nicer or not just cut off so this is line thickness you have a lot of ways to use this in combination with the most useful part and the most adventurous part of the line style which is this line style geometry and let's see by default we have sample of sampling sample modifier here which is needed for whatever line geometry modifier below this we have sample let's say we want to do sinus displacement with 20 length for the for the sine wave in 20 pixel if you use put 10 will become a triangle so every 10 pixel it will sample the sinus displacement if we put 1 the line will become smooth so this sample is quite important and we have quite a lot of things here you might want to check the the blender manual or our course on the freestyle who actually see what they are doing what this line modifiers because they are quite awesome let's i think that part is done for the geometry texture is actually adding texture as the line this is quite complex and you need to look to the blender manual that we wrote on explaining this and you can also use texture in nodes to draw this lines to get the texture here so we will be using this part so if you are not interested in putting texture as your line you will not be using it so right now i am thinking of making something fun with this demonstrate a short workflow freestyle in this new UI okay right now we have 5 mesh let's name it something else okay we have something else and then we are looking at visible lines and we want border crease so if we for example we only have border right now so only the open mesh will have lines crease will means anything 90 degrees will have lines so pretty much everything silhouette i don't think silhouette will do the same thing as crease right now because we have a blocky okay but turning it on is no problem because we are using logical or we have smart probably done so we don't we have one button yep besmark is visible but it's getting too crowded right now so let's turn off here and maybe this one we don't use collection we only have one collection we exclude the lines at the bottom so we end with this and that is our line selection for the something else line set and for the line style we have simple line which is not simple anymore we look for we try this bar cap we put it short until we cut split the line with 20 pixel let's try a long stroke for the color let's use constant here 0.5 and this line should be here something bright and something also bright i don't like this part the thing is missing okay we have that kind of line let's see yep we have that kind of line squint this squinty line and we don't need alpha we need the thickness but maybe not this kind of thickness we do it like this so we end with thick thin and thick so thin will go to 1 pixel it looks like that maybe it's too thin let's try maybe 3 pixel let's get it thicker 20 pixel here we round that pixel here we have quite unique line right now we have that splitting at 20 pixels and our geometry just now geometry just now have a smooth smooth transition because the sampling it's 1 if we have our sample at 5 we will see a more jakey that thing for every 20 is the full line from 0 to 0 4, we can explain if we have 10 we have this kind of line if we have 5 this will get really weird and not that nice maybe we stick with big pixel like 40 yes spiky very interesting line and then we don't want this to be so sharp here we have this bear curve geometry most layer will may cause some error some renders cause of the the flood position but most of the time it is very useful to round your object and make the even on a locally mesh the lines will look smoother if I put this right now it's not really useful I have to rearrange it before the signers displacement and let's get back 1 pixel if that is interesting it's still interesting and this is more rounded so you can see line is more round and it is quite and it's just interesting line already there's few more things I want to tell you get the build play with it see what need change suggest it show it to us and we will work with you to make freestyle that's it and thank you for your time by for now