blender freestyle sketchy line howto

Nikolaus Gradwohl2019-05-16T04:54:52+00:00

I was asked for a short description on how I achieved the sketchy look of the freestyle lines in my post from yesterday

so here it is:

I activated freestyle line renderings in the Render settings

in the View Layer section I set the LineStyle Strokes from Plain to Sketchy

and added a Spatial Noise Modifier in the Geometry Part of the LineStyle-Section

to make it less aggressive I reduced the Amplitude to 1

this turned the lines from this:

straight lines

into this:

sketchy lines

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blender eevee with sketchy freestyle lines

Nikolaus Gradwohl2019-05-15T05:34:15+00:00

For this animation I used a freestyle lineset with a noise modifier to emulate a hand-drawn look

I like how it turned out, but I think I will have to make it less subtle the next time, especially when the finale video is running with 600px width like here :-/

you can download the blend file here

sketchy freestyle

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tree animation with blender eevee and freestyle

Nikolaus Gradwohl2019-05-09T01:58:27+00:00

For this animation i played with the sapling addon and the eevee render in freestylemode using blender 2.80 beta

I created a tree and a separate foliage object and assigned it a material with an emmission shader to make sure it is evenly lit and creates a uniform color in the final render. Then I animated the camera location and the focal point to create the slider movement and the follow focus event and added a defocus blur in the compositor.

you can download the blend file here

freestyle tree

I really like the cinematic feel of this small animation - if I find the time (hahaha) I work on this a little more and turn it into a music video

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blender 2.80 experiment 10 - animation nodes

Nikolaus Gradwohl2019-03-04T03:30:27+00:00

For this blender 2.80 experiment, i compiled a new version of the animation nodes addon and made a icosphere explode :-)

The render was created with eevee and freestyle

you can download the blend file here

blender 2.80 animation nodes

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blender 2.80 experiment 9 - freestyle

Nikolaus Gradwohl2019-02-22T06:36:32+00:00

for this blender 2.80 experiment I combined the eevee render with freestyle to create a comics look.

Its a really simple animation using a default cube with two keyframed array modifiers and a camera zoom, but I really like the zoom part at the end. Maybe I'll use this in a music video.

you can download the blend file here

eevee freestyle

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blender 2.80 experiment 8 - texture displacement

Nikolaus Gradwohl2019-02-19T03:48:22+00:00

For this blender 2.80 experiment i created a displacement texture for a cycles material by adding two textures at different scales

you can download the blend file here

texture displacement

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blender 2.80 experiment 7 - keyframes

Nikolaus Gradwohl2019-01-14T05:20:22+00:00

This blender experiment is based on the curve generation python script from my erlier post - Ths time I added keyframes to the locations of the bezier curve vertices and their handles.

Keyframing a curve vertex from a python script is pretty simple. All that is required is calling the keyframe_insert method on the point object and specifing the path to the attribute that should be keyframed.

For example

b.bezier_points[i].co = (1,1,1)

inserts a new keyframe for the position of a curve vertex at the current frame of the scene.

to change the frame i used


you can download the blend file here

keyframed curve vertices

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blender 2.80 experiment 6 - fresnell

Nikolaus Gradwohl2018-12-17T05:40:32+00:00

for this blender experiment I started to experiment with node based materials for eevee. I used a fresnell input node to blend between two diffuse shaders. The mesh is a subdivided cube with a displacement texture.

you can download the blend file here

blender eevee experiment

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blender 2.80 experiment 5 - scripted curve

Nikolaus Gradwohl2018-12-12T05:30:07+00:00

For this blender 2.80 experiment I created four bezier curves using the blender python api. There have been some changes in the api, but porting existing python scripts to 2.80 is pretty easy - the main changes required for older code to run is how the objects get added to the scenes, because of the new collections in blender 2.80

you can download the blend file here

scripted curves

to run a python script open a texteditor and run a script with ALT-p

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blender 2.80 experiment 4 - vertex hook

Nikolaus Gradwohl2018-12-10T04:47:58+00:00

For this animation I wanted to use the modeling tool a little bit - so I subdivided a plane, inset the faces and extruded them. Then I selected the top faces of my object and hooked them to a empty, so I can control them in an amiation.

It took me some time to figure out how to navigate the new menues and where to find things, but I still think the new menues make a lot more sense than the blender 2.79 ones once you get used to them

The animation was again created by keyframing the location, rotation and scale values of the control empty.

you can download the blend file here

Vertex hook

For this animation I used the blender compositor in combination with eevee for the first time. I like the dof effect created in the compositor better than the dof settings you can create in the eevee render settings panel - but that is my personal preference you can get decent results with both of them.

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