(Legacy) [Malt] Diblis MOS Character Shader
This is the Malt half of my current rendering setup. I'm posting it here, feel free to do what you want with it. In order for it to work, you need to be on the latest version of Malt's Node Groups branch found here: https://github.com/bnpr/Malt/releases/tag/node-groups-latest
=== Included Stuff ===
+ A really Big Shader
- Shadow Texture
- Matcap
- Soft Diffuse
- Toon Diffuse
- Ambient Occlusion
- Soft Specular
- Toon Specular
- Rimlight
- Vertex Color Normals Setup
+ A rendering tree for.. rendering.
- A very rudimentary bloom thingy that I need to get around to replacing at some point.
- A full Line Art set up for rendering Character and Background Lines.
I'll update this post with the other stuff I use for Character rendering in Malt, after I get finished remaking it all for efficiencies sake. I also have an Eevee version which I use for backgrounds, might upload it at some point, maybe not. It's not really that impressive.
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Little update
* Texturing Node Group
- Image Texture
- Overlay
- Alpha Stuff
* Texture Overlay Node Group
- This is the same overlay functionality that is found on the Texturing node, I just put it into it's own little node group because sometimes I want to overlay something on top of a non-texture.
- Alpha Fix simply adds the alpha channel to everything else, if the overlay image has transparency it can be weird. So that's why it's there.
* Hair Shader Node Group
- Really this is just a dedicated Anisotropy and Rimlight thing, but I use this for Hair. My characters have these colored bands in their hair so yeah. I could have put this on the big shader instead, but I had it separated before for some reason, so I'm just gonna keep it separated just in case.
* Color Mask Node Group
- Simply splits an input into it's respective RGBA channels, for use with masking. Has mix factors on it so that you can mess with the mix of each channel if you need to (I will). There's also an invert Alpha button, since the default Alpha value is 1 rather than 0 for most things.
NOTE: I should have mentioned this before, but be wary of using specular with custom normals. As of right now there's something up with the NPR Specular node and it doesn't quite interpret them correctly. The old Specular model which I've included in the Character Shader Node Group doesn't have this problem, it just doesn't have some of the parameters the new one has. You can see more about this in this discussion thread. (https://github.com/bnpr/Malt/discussions/400)
There is also an included function there which you can drop into a plugin and to get the old model with the new parameters, I completely forgot about this, and will personally replace it whenever I can get the plugin working on my end :smile: