WEBVTT

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Hello and welcome to this workshop about stylized rendering using brushstrokes.

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In this video series, I want to walk you through how to use the brushstroke tools

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that we just released with the Blender Studio.

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It's a free extension that you can get from the extensions platform or download

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directly from within Blender itself in the user preferences.

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You're going to need Blender 4.2 and up for that to work.

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But before we dive deep into the details of how to layer brushstrokes using the

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addon to create this scene, let me give you a quick start on

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how to navigate the UI and get started using it right away.

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So first of all, when opening the example file, you're going to notice that you

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don't actually need the addon to inspect the file.

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The way that it is set up by default, the addon will make sure that all of the

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resources it uses are appended into your blend file.

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So if you use the file to send it to someone else, it will always just contain

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all of the data necessary for the style to work.

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But to actually make changes, it's a lot more

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convenient if you have the addon installed.

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So let's do that first of all.

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While recording this video, the addon is not actually released yet.

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But eventually, once that is the case, when you are watching this, you will be

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able to just navigate to the get extensions tab in the user preferences and

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then search for brushstroke tools and install the addon

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from within blender right away if you enabled online access.

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In case you can't or don't want to have online access from within blender,

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you can also just navigate to the extensions platform and download the addon

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directly from there and then install it as a zip file.

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Since the addon isn't actually released yet,

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that's also exactly what I'm going to do.

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You can very easily do that by downloading the

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zip and then drag and dropping it into blender.

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There you can select the repository that it should be installed in and just press OK.

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And now you can see right away that a user

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interface popped up on the right of the screen.

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So let's take a look at the different elements that we can see there.

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You will always be able to find the user interface for the brushstroke tools addon

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in the properties panel on the right of the 3D

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viewport, which you can open by pressing the N key.

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And then it presents you with a bunch of different settings.

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In this case, we already have a user interface

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for existing brushstrokes that we can navigate.

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Depending on what object I have selected in the 3D viewport, I get a list of all of

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the corresponding brushstroke layers to the object I selected.

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If I select this wall here, for example, you can see that

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there is a stone surface layer, a spots layer and a moss layer.

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And within this list, I can select them individually as well.

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The surface object that is associated with these individual brushstroke layers is

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shown at the top of the panel with the surface icon.

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In this case, it's the wall stones object.

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So every brushstrokes layer always has a surface that it is attached to.

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But let's zoom out for a second.

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At the very top right of the panel, we have two buttons with the screen icon.

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We can use these to disable and enable all of

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the brushstroke layers in the entire scene.

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So let's take a look at this file without any brushstrokes.

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As you can see, there's a big difference.

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So most of what we've been looking at was actually

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brushstroke layers that have been created using this add-on.

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We can get them back by pressing the enable icon.

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At this point, I should also mention that for a brushstroke heavy scene like this,

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the add-on is quite computationally intensive.

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So unfortunately, it does require a certain

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level of hardware to be able to run it smoothly.

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But for simple cases, you should be able to make it work

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with your hardware as well, even if it's not that powerful.

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But for now, I'm going to just put that out as a disclaimer and assume that your

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hardware is powerful enough to handle this kind of use case.

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So now that you've seen how much of the scene is actually made up of brushstrokes,

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let's try to navigate it a bit better.

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As I already mentioned, brushstrokes are always attached to a surface.

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And you can see the list of the corresponding ones right here in the user interface.

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You also get control over the visibility settings

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and even their names using this user interface.

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Since these brushstrokes are very likely to cover your entire scene, it becomes a

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bit more difficult to actually select the

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underlying surface object in the 3D viewport.

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For this reason, there is a small surface button right here that will select the

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surface object of the brushstrokes that you have selected right now.

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If you want to move your object, for example, you shouldn't do that to the

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brushstrokes themselves, but to the surface object, which they are parented to.

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Next to that, there's a big edit button to edit the current brushstroke layer and a

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toggle to automatically jump into edit mode whenever you select one.

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This just makes your drawing workflow simpler, but by default it's turned off.

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And then up here you have some additional settings, for

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example, to duplicate a brushstroke layer or to delete it.

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Some additional operators are in this drop -down menu here.

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I skipped over it so far, but how do we actually

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create a new brushstroke layer in the first place?

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Let me use this cube object as an example.

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When there are no brushstrokes associated to an object yet, this whole panel here is

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empty, and instead you are just presented with these two buttons.

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As you can see, the surface object we have selected right now is the cube,

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and then we can either choose to add a fill or a draw brushstroke layer.

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Fill will scatter a bunch of brushstrokes over the surfaces that you have selected.

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And as you can see, it automatically creates the brushstroke layer with a name

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that is based on the base object that we used and brushstrokes.

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Creating a new layer also automatically puts us into edit mode.

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When I now press the draw button, it will

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instead create a new draw brushstroke layer.

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These two different types are fundamentally different, and the draw

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layer on its own doesn't add any brushstrokes yet,

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until we actually start drawing on top of the cube.

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For drawing, the addon comes with its own custom brushstroke draw tool that gives

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you the ability to choose a color for each curve that you

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draw in that is taken up by the brushstroke automatically.

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And similarly to the drawing of the actual draw brushstrokes layer, you can also

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control the fill layer by pressing the edit flow

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button and then drawing in a flow direction.

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Now since I did this on a cube, there is not

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a lot of surface resolution to work with.

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So let's quickly select the surface object, go into

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edit mode and give this cube a bit more resolution.

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Since the whole setup is procedural, you can go in and do that at any point in time.

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And now if I go back clicking on edit flow, you can see that we have pretty

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precise control over control over navigating

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the flow of the brushstrokes on the cube.

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This way we can fill in the surface with a lot of precise control

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a lot more quickly than having to draw everything manually.

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For the new layers that you're creating, there are also some advanced settings.

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I'm not going to go over those in detail now.

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Usually you should be fine keeping them as

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they are, or you can look at the documentation.

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So let's get rid of the cube and take a look at the existing brushstroke layers

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instead, to look at the remaining parts of the user interface.

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When you have a brushstroke layer selected, below you see three different

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tabs of settings for this brushstroke layer.

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The shape tab represents the modifiers that are on your brushstroke object.

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You can find the same ones in the actual properties panel as well, but here they

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are presented in a more convenient and simplified way.

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This brushstroke layer here has two geometry nodes modifiers with a bunch of

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different settings that are organized in panels.

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I won't go over all the individual ones, but usually they should be pretty

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intuitive to understand, and all have

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descriptions for you to read up on what they do.

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And you can always just play around and see

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what happens when you change the parameters.

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By default, this presents you a simplified view with only the more important

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settings, but to get a full overview of this modifiers capabilities, you can

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toggle the UI option setting at the top right here.

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This will show you that there's actually more

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to this modifier stack than we've just seen.

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On the right, you can pin and unpin modifiers, panels, and

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individual settings to remove them from the user interface.

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By default, there are actually a bunch of panels that

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are not shown when you add a new brushstroke layer.

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For example, there is a more advanced stroke culling panel that can be used to

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remove brushstrokes outside of the camera view, and you can just press this pin

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button to show the panel and its individual settings inside.

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Now, to get rid of this extra information again, you can just press this toggle,

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and now only the pinned panels and properties are shown in this interface.

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Next, to the shape tab to change the modifier settings, there is the material tab.

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In the material panel, you control over all the different

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settings that make up the material of the brushstrokes.

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At the top, you can see the material that is used by the brushstroke layer.

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Multiple brushstroke layers can share the same

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material, so make sure to keep an overview of that.

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All the settings below are regarding the material that is selected here.

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At the top, you can select the color of the material.

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By default, this is set to use the brushstroke color, which is given either

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by you drawing them in or from the color panel in the shape tab.

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But instead, to make it easier, you can also disable

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this checkbox and then choose the color directly in here.

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To make the brushstrokes look a little bit non-natural, you can add some variation to

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the color for each individual stroke to make it less uniform.

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Then you can control other PBR parameters for the

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opacity of the brushstrokes, metalness, roughness, etc.

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You can use these to represent different materials with your brushstrokes.

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Besides all of these fundamental material properties,

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you have also the brush style and the effects tab.

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Let's look at the brush style.

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First up, you get a preview of the texture

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that is used for the brushstrokes right now.

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And you can select different textures.

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Right now, there are no results found because we just enabled the add-on.

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When I press this button to refresh, you can see

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that there is a list of pre -installed texture sets.

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Let's choose a different one.

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You can see how the preview changes and also the look in the 3D viewport.

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Here are some basic settings to control how exactly the texture looks.

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Besides these scans of hand-painted brushstrokes, there's also a default texture.

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This one is a procedurally generated brushstroke mask.

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And because of that, you get a bunch more parameters.

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But at the same time, it looks less realistic as well.

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Let's go back to the one we had in the beginning.

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This curve here gives you some basic control over the opacity

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and how it is applied to the texture of the brushstroke.

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By using a combination of different brushstroke layers with different

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textures, you can create all sorts of styles and

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communicate different structures in the material.

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The effects also help with that.

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On this layer, there's already the fade effect turned

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on, which makes everything look a bit more soft.

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If I turn that off, you can see how the outsides

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of the brushstroke are a bit more harsh.

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All these effects that can be toggled for a material can be

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used for different kinds of looks and have their own settings.

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A canvas, for example, can be used to help communicate a fabric material.

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They can also be stacked on top of each other.

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This third tab lets you control additional settings over the brushstroke layer.

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For example, you can toggle on additional more advanced functionality, like drawing

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on a deforming surface like a character in a

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shot, or animating the brushstrokes over time.

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I've briefly already shown it before, but let

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me quickly show you the draw operation again.

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The moss on these rocks, for example, here is made from a draw layer.

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When I click the edit brushstrokes button, that puts us

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into edit mode and selects the brushstrokes draw operator.

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So here we can control a bunch of different settings, like for example using

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the pressure of the stylus for the radius, as

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well as the color that we want to draw with.

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Here you can see the moss is made up of all these curves under the hood.

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And we can easily draw in another one right here.

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And then these fuzzy brushstrokes pop up in the color that we chose.

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Just like a fill layer, the draw layer also has shape properties.

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So here on top of the curve that we've drawn in, there are a bunch of

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procedurally generated duplicates of the stroke that are spread out over the

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surface and have a noise applied to them to make it more fuzzy.

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And that way we get this look of the fuzzy moss.

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That makes it very easy to quickly sketch in where the moss should appear.

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When clicking the edit button on a fill layer, you get

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to draw in the flow like I've also shown you before.

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But another way of setting the flow is doing

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it directly in the surface object itself.

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On this rock here for example, if I select the surface and go into edit

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mode, I can select these edges and then mark

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them to define the flow of the brushstrokes.

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This add-on comes with a pie menu on Ctrl -Alt-F that gives you the operators to

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mark parts of the geometry directly so that the brushstrokes can use it.

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For example, we can mark these edges as flow.

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And now you can see that the brushstrokes are all following this exact direction.

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One important thing to mention about the use of this add-on as a prerequisite is

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that your meshes that you're applying the brushstrokes to need to be UV unwrapped.

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There really isn't much of a high requirement for these UVs though.

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They only need to exist and be somewhat reasonable.

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In most of the cases, it will be enough to do an auto-unwrap.

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But this also means that you cannot simply just expect to be able to use these

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brushstroke tools on generated geometry with constructive modifiers.

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For example, the mesh coming out of a skin modifier or a

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solidifier modifier does not automatically have usable UVs.

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So usually, just apply these modifiers and do a simple automatic

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UV unwrap before you get started with the brushstrokes.

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The last thing I quickly want to go over are the add-on's user preferences.

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Now usually, you probably won't have to adjust

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these, but I still want to mention them.

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By default, all of the assets used by the brushstrokes add-on are appended into your

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file and the textures are packed so that you don't rely on the outside resources.

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If you want to, you can instead link all of the data from the resource directory.

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That resource directory is the add-on directory, so if you're working on a

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production, I would recommend you to choose another custom

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path that you can relatively link to from your project file.

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After selecting the path, you need to actually copy

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all of the resources into the target directory.

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You can use this operator to do so.

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Make sure to get this set up right before you start

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using the brushstrokes add-on for your specific project.

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After changing the directory, you should also press this button

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to reload all of the brush styles from the right resource.

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In the future, we're going to make it easier to make your own custom brush

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styles and we want to also provide some more from our own end.

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So here is where they are going to pop up.

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Alright, so that's a basic overview of the add-on.

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Now, if you want to, you can just take this

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information and play around with it yourself.

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I did my best trying to implement it as intuitively as possible, but a general

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knowledge of how Blender works is definitely recommendable.

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I still recommend you to check out the rest of this video series, where I'm going

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to go over a wide range of details on how to use the

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brushstroke tools extensions to create this little scene.


