Easy Stylize! Documentation


How to install:

Installation is really simple. Simply add the blender file as an asset library. You will then find all of the nodes under the "Easy Stylize" category inside of Blender's asset browser.


Texture Effects:
This category features a group of effects designed to work with textures. However, they aren't only limited to that, as they can be used with BSDFs using the "shader to RGB" node.

Color Bit Depth:

Color bit depth determines how many bits data can be used to describe each pixel's color. In simpler terms, it lowers the amount of possible colors. As an example, the PS1 only supported 24-bits and most of its games used 15-bits to save on memory.

You can learn more about the effect here: https://www.youtube.com/watch?v=1VK3OfFS9J0

Inputs Outputs

Color in: plug your texture here

Color Out: output your texture here

Bit Depth: The amount of possible colors



Color Replacer:

Color Replacer is a utility node that allows you to mask specific colors. This can be useful for removing shadows, altering specific parts of a texture or for general convenience.

Inputs Outputs

Texture In: This is where the user can plug in their texture

Texture Out: This is where your texture is outputted

Color Select: The color to target and replace


Replace: The new color

Sensitivity: Lower sensitivity "shrinks" the selection.



CrossHatch:

An effect which crosshatches based on light and dark values. In the shown image, the crosshatch effect is applied on a diffuse BSDF. As you can see the areas in which the light doesn't shine are crosshatched. However, this effect can be used on textures as well.

Inputs Output
Input: This is where you can plug in your value Output: The output of the node graph

Line rotation: The rotation of the line in degrees

Line size: The size of the lines



Dots:

An effect which shades dots based on light and dark values. In the shown image, the dot effect is applied on a diffuse BSDF. As you can see the areas in which the light doesn't shine are dotted. However, this effect can be used on textures as well.

Inputs Outputs:
UV Input: The UV coordinates used to map the dots Output: The output of the node graph
Input: This is where you plug in your value
Dot Scale: The scale of the dots


Glitter:
Glitter is a quick effect that can be used to output glitter normals. This is useful for surfaces like snow, sand, cars, nail polish and of course.... glitter. In the example the glitter normals are plugged in a Specular BSDF which is added on top of the Principled BSDF.

Inputs Output
Size: The size of the glitter flakes Normal: The output normal map
Strength: The strength of the glitter normals


Quantize:
The Quantize node does a similar process to the Bit Depth node, but with the added functionality of dithering.

Inputs Output
Color: This is where you input your value Output: The output of the node graph
Steps: The amount of steps you want to use for quantizing
Dither?: Whether to use dithering, and how much
Pattern Size: The size of the dither pattern


Split Tone:
Split tone works similarly to Blender's default Mix Color node, but with the added functionality of changing the contrast of the texture. This makes it ideal for stylizing, simplifying complex textures into two colors or color grading.

Inputs Output
Input: This is where you input your value Output: The output of the node graph
Contrast: The contrast of your input
Opacity: How much your input is mixed with the new colors
Color A: The first color
Color B: The second color


Vertex Paint:
The Vertex Paint node lets you paint between two different sets of textures based on a vertex color. The node allows you to select a specific color to target for the vertex blending. It also allows for easy control of the height map's contrast.

Inputs: Output:

Color to select: The vertex color to target

Color Out: The base color output 

Height Map: The height map used for blending

Roughness Out: The roughness output

Height Contrast: The contrast of the height map

Normal Out: The normal output
-----------------------

Base Color A: The base color of the first material


Roughness A: The roughness of the first material


Normal A:  The normal of the first material


-----------------------

Base Color B: The base color of the second material


Roughness B: The roughness of the second material
Normal B: The normal of the second material


UV Effects:

This category features a group of effects designed to work with UVs. Unfortunately due to how Blender handles textures these effects have to be used exclusively during the UV stage. In practice this means that effects like Kuwahara and Gaussian Blur aren't possible at the moment.

Blur:
The blur node jitters the UVs in a random directions to give the final impression of blurriness.

Inputs Output
UV Input: This is where you plug your UVs in UV Output: This is where the modified UVs are outputted
Blur Amount: The amount of blur to apply to the texture


Panner:
The panner is a utility node that is useful for creating effects like flowing water, lava, or rolling clouds. It works by offsetting the UVs on the X and Y axis over time.

Inputs Output
Uv Input: This is where you plug your UVs in Uv Output: This is where the modified UVs are outputted
X Speed: The speed of the texture on the X axis. The value multiplies time.
Y Speed: The speed of the texture on the X axis. The value multiplies time.


Pixelize:
The pixelize node pixelizes the UVs based on the specified amount. Important: you will get some minor artifacts if you don't set the texture's interpolator to "closest"

Inputs Output
Pixel Size: The size of the pixels Uv Output: This is where the modified UVs are outputted
UV Input: This is where you plug your UVs in


Screen Coordinates:
The Screen Cordinates node is a utility node that gives you easy access to screen-space coordinates. This is useful for effects that are usually screen-space such as polka dots. The user can specify the aspect ratio of their screen.

Inputs Output
Aspect Ratio X: The horizontal ratio UV Output: This is where the modified UVs are outputted
Aspect Ratio Y: The vertical ratio


Seamless UV:
The Seamless UVs node is designed around textures that benefit from being seamless, such as grass, rocks, muds... essentially large terrain textures. You can use this node to break up repetition.

Inputs Output
UV Input: This is where you plug your UVs in  UV Output: This is where the modified UVs are outputted
Break Up Scale: The size of the effect
Smoothness: The amount of blending in between the seams


Bump Offset:
The Bump Offset node works similarly to Unreal's Bump Offset. This node is used to create fake and cheaper displacement for a more 3D look in your textures. The effect has limitations, especially at grazing angles or when the amplitude is set too high or low. An example use case is provided.
Inputs Output
UV: Only UVs can be plugged in here. Other types of coordinates break the effect Parallax UV: The output of the effect, with offset UVs
Height: The height to displace. You can plug your Height map here
Height Amplitude: A multiplier on top of the Height. A value of 4 works best

Parallax Normal Example
This is just an example to show how you can chain different Bump Offsets to create interesting effects such as a cheap version of Parallax Occlusion.
Input Output
UV: Only UVs can be plugged in here. Other types of coordinates break the effect Parallax Normals: A normal map output


Procedural Effects

The procedural effects category was designed to work similarly to Substance Painter, where you can create or stylize textures using a handful of small functions, which when added together become Smart Materials. 

Ambient Occlusion map:
The Ambient Occlusion map node simplifies the set-up of AO nodes. Many times AO maps are multiplied on top of the Albedo; this node ensures the AO is shaded in a believable manner, only darkening the areas in shadow.

Inputs Output
AO Map: This is where you plug your AO map in Output: The color output of the node graph
Albedo: This is where you plug your Albedo in
Opacity: The opacity of the effect
Influence: How strongly the effect wraps around the shading


Curvature (requires modifier):
The curvature node allows you to detect and mask the inner and outer curves of your model. Useful for edge wear, anime styles and enhanced realism. Unfortunately this requires an additional modifier and comes with some limitations (see the modifier section). This is NOT in screen space.

Outputs:
Inner Edge: The inner curvature of the model
Outer Edge: The outer curvature of the model


Gradient:
A simple gradient node with simplified inputs and outputs. Useful for grime or adding extra spice to your models.

Input: Outputs:
UV Input: This is where you plug your UVs in X Output: The gradient on the X

Y Output: The gradient on the Y

Z Output: The gradient on the Z


Projection:
A simple projection node with simplified inputs and outputs. Useful for snow, sand, dust, moss and other similar effects that require projection.

Inputs: Outputs:
UV Input: This is where you plug your UVs in X Output: The projection on the X axis

Y Output: The projection on the Y axis

Z Output: The projection on the Z axis


PSX Jitter (Displacement):
A displacement set-up which aims to imitate the Playstation 1's vertex jitters. Since this is a displacement effect there are limitations in EVEE, as displacement also contributes to normal maps. To circumvent this, you can use the PSX Jitter modifier instead. This set-up may be more useful for Cycles.

Inputs Output
Vertex Snapping Amount: How many meters away the vertex can snap to. For example 0.5 is half a meter. Vector Displacement: The output, meant to be plugged in the displacement of the shader

Phong Base:

A node set-up that imitates how phong shading works. This can help you achieve simplified shading, similar to the PS3 / XBOX 360 era

Input:

Output:

Intensity: how strong the Phong effect should be Phong Base: the output of the node group


Phong Specular:

A node set-up that imitates how phong reflections work. This can help you achieve simplified shading, similar to the PS3 / XBOX 360 era

Input: Output:
Intensity: The intensity of the reflections

Specular: The output of the node group

Color: The color of the reflections


Modifiers:

A series of modifiers that are needed for other functions to work

Curvature (modifier):
This modifier is needed to give curvature data to the shaders. The limitations are some glitches when using it in addition to the Bevel Modifier. Additionally it doesn't work that well on overly curved objects like spheres and faces, and on overly tiny geometry. At the moment its ideal use is on hard surface models.

Inputs
Curvature Amount: The amount of curvature to detect in meters


PSX Jitter (modifier):
An alternative to the PSX Jitter node which works on EVEE as well


BSDFs:

This series of nodes are some presets made to demonstrate how all of these nodes can be used to create different art styles. All of the presets follow a very similar structure to the Principled BSDF but with the added functionality of its respective style. 

Crosshatch BSDF:
A BSDF where the shading is handled using the Crosshatch node


Dots BSDF:
A BSDF where the shading is handled using the Dots node


Quantize BSDF:
A BSDF where the shading is handled using the Quantize node


Toon BSDF:
A BSDF where the shading is handled using Color ramps; demonstrating how toon shaders with colored lights can be created


Phong BSDF:

A BSDF where the shading is handled using the phong nodes, to demonstrate how PS3 / XBOX 360 shading looks like


General notes:

If you encounter any bugs, unexpected behavior or poor usability, please let me know, I will update the add-on and its documentation as soon as I can. A video walkthrough is also coming soon!



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Details
Sales 10+
Dev Fund Contributor
Published about 2 months ago
Blender Version 5.2
Render Engine Used Cycles, Eevee
License GPL
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