 This show was brought to you by these happy patrons Today's highlights first line art is in master second Kurt Skizak uses blender NPR and third malt has light groups Welcome to the BNPR show a celebration of stylized rendering Now the news The first news item is the grease pencil interpolation tool We have seen something related to this in the last show But grease pencil interpolation is now a tool on the tool sidebar with tweakable parameters on the top bar The sequence interpolation has more control to interpolate only the line selected You can tweak the interpolation on each stroke and how many frames to interpolate Second the most wanted grease pencil line are modifier is in master It was a hard journey to find a home for the line art inside blender So we want to congratulate Wu Yiming and all the developers involved in this project With the addition of line art we have more line rendering options for different use cases inside blender The line art modifier can be used on the lighter stuff Freestyle for the heavy post-process scenes with endless line style possibilities and Maltz line art filter for super fast real-time line art independent of scene complexity More of the line art modifier in the tutorial section later Third malt has light groups this feature is useful when you want to isolate the shader using the light It's also useful to have a shadow that is independent from the light vector controlling the material You can have a light group number one shading material and the light group number two be the shadow caster Another use of the light groups is having control of the specular reflections Download the latest refactor malt build to test it out Fourth if you like what you see in the hashtag 256 fest you might like pico cad Pico cad is a program to build a textured low-poly 3d model coded by Johann Pites It uncomplicates 3d modeling to the bare essentials It's built on the pico 8 platform, which comes rich with constraints Look at what people have been doing with pico cad and go search pico cad on Twitter. They also have a discord channel You'll be amazed by the models made on it. There's also an exporter for blender The first tutorial is by the developer of the line art modifier Wu Yiming Here he shows how to use the features inside the grease pencil line art modifier There are two ways to enable line art in the viewport The first is by using the add object menu shift a and selecting grease pencil then selecting either Scene collection or object line art the second method is using a grease pencil object and adding a line art modifier Note all edge detection is done through the camera view if you see lines in weird places. That's the reason The first tip is to use line art on a relatively low-poly scene and objects The line art modifier does not cache geometry This means that line art is recalculated on every view change and this can be very heavy on a dense mesh The second tip intersection lines will only be drawn inside the selected scene collection and objects and Intersection between not selected and selected objects will not be drawn A note line art has edge type detections, but fewer compared to freestyle. There is no silhouette line type and For those who are into the math of line detection silhouette line type is too heavy for almost real-time performance Malts line art on the other hand doesn't have edge type detection Everything is an elaborate filter Third tip turn off intersection edge detection to speed up the viewport response Fourth tip Line art uses freestyle edge marks for edge marked line types in edit mode edge menu control E Select mark freestyle edge to add the edge for line rendering a fifth tip Rendering line art on particle instances can be turned off to aid viewport performance The sixth tip For view occlusion it works a lot like quantitative invisibility range in freestyle The new feature here is transparency Inside material check the transparency in the line art panel Click the mask bit you want then in the line art modifier enable transparency and click on the mask previously set So only the object behind those faces will have their lines rendered It's great for visor and glass material Seventh tip To render different line styles on the same mesh You can use different object vertex groups and change the settings on the vertex weight transfer subpanel You are also required to make the same vertex groups in the grease pencil vertex group We know this is tedious and it should be automated in future updates and Lastly baking you can bake in fixed frame steps To do that change the frame step on the output properties tab Please download blender 2.93 and have fun with grease pencil line art modifier You may have seen those glitchy effects made with EV and screen space shaders, but how are they done? The secrets have been revealed by late as usual in his article on his website The key to the effect is screen space refraction or better known as SSR You can enable SSR in the material setting The first step is making a glass material. This is done using a refraction node linked to the output node To make the distortion effects use a noise texture to transform the normal vector For chromatic aberration that RGB channels are offset When you combine those two you get this colorful distortion effect For a blocky glitch you need to use a 1d noise For more controlled glitch mask out the glitch with a few simple threshold nodes Using SSR you can make a pixel art filter SSR in EV is really cool and we'll get a few SSR effects into Mont soon The third tutorial is how to create pixel art animation sprites by soya The initial setup is a bit uncommon since it uses cycles as a render engine And it's a little overkill on our opinion. Nonetheless, set the pixel filter to the lowest value This is to make sure that aliasing happens. Also set a transparent background For the lighting setup Use four point lamps at the top of the character so that the upper parts of the character are brighter Add a sun lamp to fill in the rest of the lighting For the freestyle setup, a short note. He sets the line thickness on the master thickness We discourage you to do this since all the line thicknesses in the line style setting will be a multiplication of the master thickness You will have more control of the line thickness when it's done in the line style For the line color set the color of the line on each material You'll need to add a different setting later in the line style color to use this setup In the line style color add a material modifier to use the color set in the material just now Compositing the render is an old trick of using scale pixelate scale sandwich node setup This will get rid of the sub pixel data and only sample from the visible pixels alone If you want to use the pixel size of the render remove the last scale node Now you can animate the character and set up the camera to get multiple viewpoints of the same animation Render everything to png files The next setup is the cleanup. You'll need a good pixel art software like graphic scale or as per a Load the pngs, crop them to size, paint the eyes, enhance the animation And then you can export the renders of the characters to be used in your game engine Turning 3d models into pixel art is relatively easy. Please give this one a try Here are a few bonus tutorials that would be very worth your time Projected texture eyes by a version of reality At the time of the writing of this show the series has nine videos and is ongoing The first video is the overview of the setup The second details the object versus uv coordinates Third is about uv mapping options The fourth is about vector group settings The fifth one is about gradient lines and masking And the sixth about mass group setup The seventh video is on iris texture Eighth is on bend and displace The ninth video is on bone setup There might be more videos in this series now and you can get the whole eye setup on gumroad for a small fee The next set of tutorials are by team miracles The first video is making a ghibli style animation with grease pencil Second animating an anime cooking scene with grease pencil This is part one of the yummy scene The second part is coloring an anime cookbook scene with grease pencil And the fourth video is the making of hairmageddon We will feature hairmageddon later on in the show Now for the robot voice Tune shaded face rig using booleans by lightning boy studio If you have not watched this, please do it after the show Lastly, how to make animations in blender using a sprite sheet by genabit This is an easy to follow tutorial if you want to bring a sprite sheet into blender and animate it And robot voice We hope you have fun with all these tutorials Well, the amount of ah oozing from the artworks of the month segment is undisputed Hold on to your hats, here comes the torrent You may have watched kirk skazacht in a nutshell video And in their recent show titled what if the world turned to gold As shown on their more recent tweet on twitter blender is used It seems like blender is everywhere nowadays The next animation is high q a tribute scene by at croissant We love the camera work, so let's watch it a few more times Here's a snippet of a music video by at nikomiya yodaka Made using blender grease pencil and the ai voice synth neutrino There's a full version of the music video on youtube as well The last animation is from 2020 Ah quarantine hair, hairmageddon by team miracles It's a mix of grease pencil with freestyle And we know it has freestyle since we saw maybe a few freestyle artifacts It's good you should watch the whole animation We have more animations than we can fit here in the show notes Be sure to catch them there And that's a wrap Remember to download malt picocad and the alpha version of blender 2.93 to test line art And again all links in the show notes This show was brought to you by these awesome people Please thank them kindly Before we go one final question Which sports show do you love the most?