They allow you to have more control over the selected edges based on parameters set by each type. These types are as follows. Beneath these is the Face Marks section, which gives you the choice of marking or unmarking a particular polygon face or set of polygon faces to be rendered in Freestyle. The options to make these selections inclusive or exclusive are also available. Finally, the Collection section is found beneath Face Marks. This section enables you to select groups of layers, or collections, that will be rendered with your designated line set.
To use it, select it in the Line Set options and the interface will expand. Select the collection that you want to include or exclude. The Line Style settings define the appearance of your Line Set setup using the following properties. These allow you to create many different styles and renders technical layout, rough sketches, cartoon style, calligraphic. With all of this creative control, things can seem a little daunting at first, so take time and tinker with the parameters to get a feeling for what each option can do for your render.
Once your render is complete, the only real way to view the resulting image is to combine it with other passes to create the full effect in the compositor. In many cases when using Freestyle, you need to combine it with tools like toon shaders and compositing nodes, or work with multiple scenes and view layers. Cycles makes this very easy as it lets Freestyle have its own render pass.
The only way to do that is with the compositor. Eevee, on the other hand, has only recently provided this capability. Since the 2. Eevee now allows for Freestyle to have its own render pass, so the compositor setup mentioned above will work as well. What I like to call the "global settings" followed by line sets and line styles. Now let's dive into a more practical example. Here is a low poly scene that I made to test this. We have some basic geometry. Then there are some reshaped cubes, water with quite a bit of movement and waves as well as some cloth made with a cloth simulator.
We also have some flat planes for the vegetation. Related content: More than 30 Blender modeling tools explained. The scene is rendered in Eevee with some post-processing effects like bloom and depth of field. Related content: 5 cool camera tricks in Blender. Let's get exploring. In the properties panel and under the render tab, check freestyle. We have two settings here. Generally, I never touch these.
Line thickness mode will use the line thickness setting when set to absolute. When set to relative, the line thickness is dependent on the resolution of the image. Double that to pixels and the line thickness will be 2pixels.
The freestyle section has some overarching settings. I seldom touch these settings. But we will talk briefly about them. The control mode is a switch between using the parameters set here in the interface or to use a python script file to make the freestyle settings. We will stick to parameter editor. Let's jump down to the edge detection options. The Crease angle determines the degree at which a crease is considered a crease.
This becomes important when we dive into edge types. Edge types are a big deal when it comes to selecting edges with a line set. If face smoothness is ticked the faces that belong to the same smoothing group will not get a line even if the crease angle says that it would. Ticking the advanced options and using these settings can help if we don't get smooth lines on curved surfaces. So far we mostly covered concepts and some lesser used settings. But this is where we start to set up freestyle for real.
We can have multiple line sets, each "selecting" a different set of edges. We then apply a single line style to each line set. We have 5 different selection modes, we can have 1 or more of them enabled at once and it is the combination that creates the final selection. When multiple selection modes are used, the most restricted will apply. Image border is really only a performance setting and will mostly be on. So in reality we only have 4.
Visibility determines what edges will be rendered as freestyle by visibility. Set this to visible and freestyle will use the edges that we can see from the camera. Hidden will use the lines that are not visible from the camera, but is hidden behind some other object or geometry. QI Range lets us set a range from how many layers of geometry should be between the camera and the first object that gets rendered and how many layers after the first rendered lines that will be considered for freestyle drawing.
It allows us to more dynamically select edges based on some criteria. Before we look at the different types we have inclusive and exclusive, this just dictates if the freestyle lines should be drawn on the marked edges or on everything else. With "logical or" we say that the edge need to be at least one of the selected criteria below to be marked.
This means that "logical and" will remove any edges from the selection that does not comply to all the edge types that we select. You have probably noticed that there is both a checkbox and an "X" for each of them. The checkbox tells Blender that it should be "included in the calculation" if you will. The "X" gives the edge type a "NOT" in the calculation.
This is confusing, yes I know. Let me try to explain. We are dealing with Boolean operations here, and it gets a bit confusing to know what edge is actually being drawn. We will look at two example. Let's say that we are set to inclusive and "logical or".
We also have Silhouette, Crease and border selected. That would give us this formula:. This formula will still draw an edge if "it is not" a border.
Pressing the "X" may then actually still add more lines to the line set. It just means that lines that "are not" borders will be selected. We need to go to python scripting for that. To help you see this a bit better I made an info graphic showing how each setting looks on our test image. You will notice how edge mark and Material Boundary is left out. I want to cover these separately. Other than the edge type settings I use the default settings to show how these different edge types work.
With edge mark we can mark an edge to be drawn as freestyle. This is very handy when we want ultimate control over what edges gets drawn. To mark an edge follow these steps:. Edge marking can be very useful for wire frame renders, where we need to show how our geometry was built. For instance, I use this when I sell stock 3D models to show that the wire frame is of good quality. Edge marks is not useful when we want to draw the silhouette of an object that does not have an edge.
This is most prominent on round objects where we may not have an edge right at the silhouette line. Left for last is the material boundary setting. It is simple, it draws the freestyle line where there are two different materials of either side of the edge. I was just not smart enough to include an object with more than one material in the render I did for the info graphic. Facemark is something that I never use, and I imagine few others do as well thanks to where it is in the interface.
It is similar to edge mark, but instead of marking an edge we mark a face and the edges holding up that face are being marked. In the freestyle line set options we can choose to include or exclude the marked faces. If we exclude it, the unmarked faces will be drawn.
We also have the "one face" and "both faces" option. This determines if both faces on either side of an edge need to be marked in order for the edge to be drawn, or if it is enough if one face is marked. Collections are interesting. It allows us to select a group of objects that will be rendered with the given freestyle line set, or be excluded.
To use it, select it in the line set options and the interface will expand. Select the collection that you want to include or exclude. As an example, let's say that we have a background that we don't want to render freestyle lines for, then we can exclude it by placing it in its own collection and using these settings.
Since Line styles really can be tweaked into the extreme with a huge range of possibilities we will walk through a few examples instead of going over the settings. We will start with the cartoon style. I made a short animation of how it turned out that you can watch here. A little background. I altered the scene that I showed earlier and that I also used in the info graphic above.
I used Eevee as the render engine with the toonshader by Paul Caggegi. The crosshatches on the ground is not freestyle rendering. It is a combination of the toon shader and a cross-hatch texture that I got from this link. Now for the line style. I started with the default settings and tweaked only the thickness settings. For the base thickness I set 2. Then I added two modifiers.
By looking at the grid floor in my scene I estimated the furthest distance on the island from the camera. Not taking the ocean into account I came up with 40 meters for the max range. Then I changed the "min value" to 0. I left all other settings as their default. However, I realized that the value max and value min that determines the thickness based on the distance actually makes the furthest lines thicker and closer lines thinner by default.
I meant to have it reversed but did not realize this until it was too late. However, I think it turned out alright anyway since the cross-hatched lines would not be affected anyway it now just looks like there is some variation in the line thickness. Something to keep in mind though. If you want a more dynamic flow between the lines' appearance based on camera distance, you can change the modifier from linear to curve and you will be able to adjust the thickness however you like. This modifier allows us to set a dynamic line thickness based on a curve.
Change the modifier from linear to curve. The curve can then be used to set the thickness from one end to the other.
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