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GhibliGenerator

GhibliGenerator

Table of Contents

What It Is

Using only Blender's internal procedural textures this addon gives you infinitely customizable anime-style assets based on common stylized workflows.

I have tried to synthesize and simplify different approaches to stylized assets that give quick, easy but versatile results. All of the objects can receive colored light from standard scene lights and cast dynamic shadows. This allows you to quickly tint or shade your entire stylized scene with global lights, but comes with a couple of catches (see: Limitations)

In addition to that, each asset comes with a customized driver control panel to give you access to all the most common settings (colors, opacity, texture scale etc) without leaving the 3D Viewport.

The assets are divided into categories for easier navigation:

Ground Planes

Grass

GrassPlane

Grass Properties

Color1 - The first color in the color ramp

Color1Position - Default 0, A value between 0-1, the closer to the center, the more intense the color will be.

Color2 - The second color in the color ramp

Color2Position - Default 1, A value between 0-1, the closer to the center, the more intense the color will be.

DisplaceScale - The scale of the displacement texture, how wide do you want the hills

DisplaceStrength - The intensity of the displacement, how tall do you want the hills

ExtendX/Y - Extends the object procedurally to avoid tiling or repetition

GrassLength - How long is the grass

RenderMultiplier - This number will be applied to the total number of grass particles during rendering, set to 1 if you want your grass to appear exactly as it does in the viewport, set up to 1000 to compensate for sparse coverage, or to give a painterly look

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Water

WaterPlanes

Water Properties

BigRippleScale - The size of the large distortions

BigRippleSpeed - The speed of the large distortions - Driver Value

BottomColor1 - The first color of the bottom layer

BottomColor2 - The second color of the bottom layer, can act like a shadow for the top ripples

ExtendX/Y - Extends the object procedurally to avoid tiling or repetition

MotionX/Y - Moves the wave texture, all motion and speed controls affect both water planes in sync - Driver Value

SmallRippleScale - The size of the small distortions

SmallRippleSpeed - The speed of the small distortions - Driver Value

SurfaceColor1 - The first color of the surface layer, less visible when transparency is used

SurfaceColor2 - The second color of the surface layer, less visible when transparency is used

SurfaceColor3 - The third color of the surface layer, the ripple highlight color, always visible

SurfaceTransparentColor - The color of the water, itself

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Sand

SandPlane

Sand Properties

Color1 - The light color

Color2 - The shadow color

DisplaceStrength - The intensity of the displacement, how tall do you want the hills

GrainScale - How large are the grains of sand

GrainsDensity - How many grains of sand do you want

GrainsMix - Mix between grains and plain sand

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Ice

IcePlane

Ice Properties

Color1

Color2

Color3

ColorTint

CracksMix1

CracksMix2

DisplaceStrength - The intensity of the displacement, how tall do you want the hills

ExtendX/Y - Extends the object procedurally to avoid tiling or repetition

LinesMix

Noise1Scale

Noise2Scale

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Stone Path

StonePath

Stone Path Properties

Color1

Color2

Color3

DistortionScale

ExtendX/Y - Extends the object procedurally to avoid tiling or repetition

LinesMix

NoiseScale

StoneRandom

StoneScale

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Rock Wall

RockWallPlane

Rock Wall Properties

Color1

Color2

Color3

DistortionScale

ExtendX/Y - Extends the object procedurally to avoid tiling or repetition

NoiseScale

RockScale

ShadowMix

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Road

RoadPlane

Road Properties

CenterLineColor

CracksMix

CracksPuddles

DisplaceStrength - The intensity of the displacement, how tall do you want the bumps

Extend

LineSpacing

OuterLineColor

RoadBaseColor

RoadMotion

RoadTexture

RoadTextureScale

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Objects

Rock

Rock

Rock Properties

Brightness - Brightness of the rock texture

Contrast - Contrast of the rock texture

DisplaceScale - The scale of the displacement texture, how wide are the deformations

DisplaceStrength - The intensity of the displacement, how deep are the deformations

PatternMix - Blend between texture distortion patterns

RockColor - Color tint for the rock

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Rain Plane

RainPlane

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Smoke Cloud

SmokeCloud

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Smoke Ring

SmokeRing

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Smoke Trail

SmokeTrail

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Explosion

Explosion

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Energy Ring

Energy Ring

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Energy Sphere

Energy Sphere

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Electric Arc Sphere

Electric Arc Sphere

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Fire Plane

Fire Plane

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Heat Ripple

Heat Ripple

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Effects

Action Planes

ActionPlanes

Action Planes Properties

BG_Color1 - The outermost color of the gradient plane

BG_Color2 - The middle color of the gradient plane

BG_Color3 - The innermost color of the gradient plane

BG_EmitStrength - The light intensity of the gradient plane, use with Bloom

BG_NoiseLength - The vertical length of the background noise, can affect the impression of speed

BG_NoiseWidth - Not to be confused with background width, this controls the width of the noise texture

BG_Opacity - Use to fade the gradient plane in/out - Keyframe Value

BG_Speed - How fast the noise texture moves - Driver Value

BG_Width - How wide is the central background color

LineColor - The color of the lines

LineEmitStrength - The light intensity of the lines, use with Bloom

LineLength - How long are the lines, from dots to lines

LineOpacity - Use to fade the lines in/out - Keyframe Value

LineSpeed - How fast the lines move - Driver Value

LineThickness - How thick are the lines, from thin sticks to thick brush-like strokes

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Color Flash

ColorFlash

Color Flash Properties

Color

EmissionStrength

Transparency

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Gradient Flash

GradientFlash

Gradient Flash Properties

Color1

Color2

EmissionStrength

GradientHeight

Transparency

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Circular Flash

CircularFlash

Circular Flash Properties

CircleLocationX

CircleLocationY

CircleScaleX

CircleScaleY

Color1

Color2

EmissionStrength

Transparency

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Backgrounds

Blue Sky

BlueSky

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Sunset

Sunset

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Overcast

Overcast

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Twilight

Twilight

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Starry Night

StarryNight

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Limitations

The shader trick I have used to receive scene lights on "emissive" materials comes with a couple of catches, but first, what is the trick?

Instead of using a color ramp or Emission shader before the Material Output we use a Translucent shader with a Normal node that has the Z-axis inverted.

This gives us global lighting now affecting what otherwise appears to be an emissive material, HOWEVER:

1 - It does not give banded light (like cel-shading), but traditional gradient light falloff, I think this looks good on the background objects in a scene, and can help set it apart from a character that has full cel shading for their lighting, but, in order to get banded light you must add a colorramp after the Translucent node, which negates all the light color in your scene.

2 - The other catch is, I believe, related to getting our color information from a Normal node: Certain colors of light are more powerful than others, Green is the strongest, followed by Red, then Blue. This can be compensated for in your scene by turning up the intensity on lights that appear too dim manually, but I have not found a way to fix it in the nodes, my attempts seem to just shift the coordinates of the light, rather than the color.

Acknowledgements and Thanks

This addon would not have been possible without the techniques, hard work and generosity of many Blender users, including:

And thanks, of course, to all the inspired, dedicated and hard working artists and animators from Toei to Ghibli and all across the anime industry!

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