 This show was brought to you by these happy patrons Hey, hey you beautiful people welcome to the BNPR show a celebration of stylized rendering The highlights are Grease pencil is getting crazy dope Kristoff rocks it and burns everything Beer layer system in Eevee. Yep So let's dive into the show in the news. We have four grease pencil related items One grease pencil can do image sequence tracing from a series of images We're sure that some people will find a very good use of this feature To grease pencil has a filter and invert filter function in the dope sheet now It is easy to find and fill from the lines Three grease pencil tools is an add-on that will become bundled in blender 2.91 With features like cage deform rotate canvas textured brushes and more and of course we say why didn't this arrive sooner? for L.A. NPR or rather line art in grease pencil now can use vertex groups to control the line art effects Line art also reduces RAM consumption though. How much saving varies from scene to scene any amount of memory savings is mostly welcomed Here are three tutorials by Kristoff D. Dane as always the Verona texture is the hero. You'll see why The procedural rock first, let's make a rock material here are the key points to construct the material One use a soft edge Verona texture using a smooth F1 Verona texture To to randomize the texture to look painterly add a noise texture to the smoothness parameter of the Verona texture Three scale the noise texture to get a wet paint effect For add another noise texture to the scale of the smooth Verona texture to create a distortion effect Five now make another Verona texture and pipe in the noise and distortion made previously Then mix both Verona textures using soft light blend mode When scaled this will add variety to the texture Six to randomize the rock by position insert the object info to location into the mapping nodes location input Seven for manual shading add a linear gradient texture and rotate the dark part to under the rock Then multiply the shadow into the original texture from the previous step Eight for the highlight add a color ramp and use the gradient result from the previous step as a mixed factor nine To add a small detail color from the detail Verona Add another color ramp then blend using color blend mode with the output of the original Verona texture 10 to add dry paint blotches add a musgrave texture and a color ramp then use the output as a mixed factor before the shading info 11 then randomize all the paint blotches by location and 12 colorize everything And now we have stylized procedural rocks meet Let's heat things up for the second tutorial with stylized fire. Here are the key points One general shape of the fire is a mix of Verona texture with a linear gradient Two to get hard edges add a color ramp after the mix Three repeat step one and two a few more times with different Verona scales Step four is to add transparency while coloring the opaque part Five animate the locations of all the mapping nodes to see the fire burn ferociously Six for flame distortion. We add a wave texture to the y mapping and limit it with a linear gradient Seven you can change the shape of the fire by changing the first linear gradient into spherical or other shapes Eight to control bloom increase the emission shader to more than one Also turn on bloom in the render setting or you'll be pulling your hair Using this method you can make a forest fire or a tiny little campfire which needs more wood or it will simply poof out any second The fire is weak if there's no explosion and smoke so to make stylized smoke. Here are the key steps One add an icosphere and subdivide it a few times Two add a displacement amount of fire with negative strength add a Verona texture to it Three the Verona texture needs to be bigger and set the distance matrix to distance squared Four for more detailed smoke add another displacement modifier with a smaller scale Verona texture Five for the direction set it to object and point it to an empty The empty is used for animation if you have two displacement modifiers use two empties One to animate the small displacement and another to animate the big displacement Six for shading use a franal and add a color around Seven to make the smoke fade away add a transparency and animate the factor Eight for smoke duplicate the mesh a few times to make a smoke trail Nine for explosions scale the smoke mesh And boom just like that the Verona texture can be used for chaos as well as tranquility powerful is this Verona And one more super giant's Hades game special effects breakdown This isn't as much of a tutorial but a quick showcase by super giant game real-time effects in Hades You will see Verona textures in action as well There's a lot to learn from these procedural materials. Be sure to catch it on twitter We can't fit the extreme amount of tutorials into the show like we did last show So here are some bonus tutorials One grass shadow update by Lance Barrel. This simplified the shading by a lot. So be sure to watch it Two different methods to make cell shaders by Joseph Hansen This is an article with plenty of images to look at Three making fur by epic night studios. You can make hair shading using this method as well Four how to mix 2d with 3d by polycosm pretty cool to see the different workflows in their animations The last two by active motion pictures Number five ice procedural material mixing is a general guide on how to handle procedural materials six And finally ice particle effects using grease pencil a short one and a good one find any tutorial you like Watch them after the show Now for them yummy beer updates First up Malt has a few more common shading models for diffuse We have Lambert or an air and burly shading models for specular We have fong blend fong ggx beckman and cook torrents shading models Speculars now use a roughness parameter instead of shininess shininess parameter can go to infinity roughness has a range of zero to one Next Malt has a tune specular and a ward model for anisotropic shading For basic color utilities Malt has rgb to hsv conversion hsv to rgb conversion color to grayscale and alpha blending We have ambient occlusion and a sample file on how to use it For blur we have box circle and gaussian blur For shadow Malt has point light shadow maps and cube map supports Shadow map resolution for different light types is also available One very cool feature is shadow object id with this we can isolate self shadow Vertex displacement support is also ready so you can make them wobble faces. Yep, just like that one And next we have something quite exciting for you Lightning boy studio will be releasing the second generation of their highly popular tune shader next month Lightning boy shader 2.0 It builds from the strong foundations as shown in their tutorial series This newer version has been rebuilt to be completely streamlined and powerful How powerful? The answer is using a feature centric and layer based approach similar to beer You can easily build any npr style in evie by focusing on the artistic side instead of the mathy side Some of the new features include but are not limited to Support for more light sources Much easier masking And various painterly styles can be added by simply drag and dropping nodes Shout out and take my money! And this is where you can support them The money raised will help support their animated project dino mansors And 10% of the money will be donated to the beer development fund We can't wait to get a hold of lightning boy shader 2.0 as it provides a taste of beer So we'll ping everyone when the fundraising starts stay tuned Now time to get inspired tell your eyeballs to feast on these This fox is by at pipa mcfly It has a nice character design with the emphasis on the ears The color design is nice as well well planned color values and using the hue shift gradient There is a continuous analogous relationship for the orange to brown color While emphasizing the face of the character overall a very well done character Playing with fire bucket list episode zero by bucket boy Ain't nobody got enough of the bucket boy Seems like everyone wants to beat him up Which means we'll watch more epic battles The style is very cool no more spoilers you have to watch it on your own The Unsleeping Idol by polycosm In its full one bit of glory the story tells of a detective accepting a case he should not have A bit of chill spikes the vibe on this one Eager to see what will come up next Red line Ronan and the seven deadly swords opening one resurrection by freelance animation The story goes like this At the end of the last great age of man a warlord arose from the ashes of nuclear fire As terror and death enveloped the earth Together with his six cyborg generals the seven deadly swords and their robot army laid waste to the remnants of the old world The seven deadly swords enslaved all the citizens of their empire resistance was met with death Ten years later a cunning resilient wasteland hunter named jigs stumbled into an abandoned laboratory She activated an advanced robotic prototype that changed everything Want more? Well we have these bonus animations among other secrets hidden in the show notes Please check them out after the show So that's a wrap for the show Now for the ribbons on top The show was brought to you by these awesome people Please thank them kindly Before we go one final question what else can buroni texture do?