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Still doing a lot of testing on the Anime shader. Turns out a key ingredient to good Anime shading is controlling your normals. I've run into a weird thing in Blender though. I'm not sure if this is normal, or if it's a glitch. But, the shading looks fine from a perfect front, side, up, or down view. But from any other view you get real bad shading.  I don't believe when the model is exported this glitches happen. Only when working in Blender before Render do you see these. What do you guys think? Is this a big deal? Should I ignore it? Should I spend time trying to solve it?

https://www.youtube.com/watch?v=AnjFWld6wZs&ab_channel=RoyalSkiesLLC

Comments

Anonymous

I think that front/side/top view are orthographic, while any dynamic positioning of the camera is perspective. I dont know if this helps explain the problem, but try viewing through a camera with type set to orthographic to see if it still happens.

Anonymous

hi. i have had that problem going the other way (shading was weird, ended up fixing normals among other things). I found problems using the 3D printing tools. btw i voted for finding out because i want to know, but if it doesn't affect the final product, move on.

RoyalSkies

Thanks Les, yeah. I'm not gonna dwell on it, because it's probably not worth the time. But, I did find what what happening. In Eevee, when you adjust the normals, it messes up the 'self-shadow' system. So the self shadow casting system basically was never updated to account for custom normals. The only solution I've found is to turn off the 'self-shadow' feature entirely. Which, for Anime shading is not a big deal, but it was a little disappointing, hope they fix that soon :(',