View Full Version : Toon Shader
Mikkel Jans 10-31-2002, 10:11 AM does anybody know a good toon shader for Maya?
I have tryed every toon shader on highend3D and the new Ramp shader but i don't like the result.
I wan't a more clean line and more visible at intersecting points.
Like the toon shader in Max.
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GrafOrlok
10-31-2002, 12:35 PM
Have you tried inkworks? I tried it once when I had the chance a year ago and it was pretty good. It featured a stand-alone renderer for doing the outlines. Whether this is a good solution or not I don't know, but the results where nice.
Slugger
10-31-2002, 08:24 PM
hoi, use cellShader v2.5 developed by Martin Leguizamon, a very fine toon renderer, many options, available at highend3d or at http://www.geocities.com/provide3d
cheers,
AWAKE
11-02-2002, 09:12 AM
I've found that all the maya Toon shaders are limited in that they use the facing ratio technique. I haven't tried commercial ones for maya. I have seen what the toon shader in XSI can do through mental ray, and Nothing I've seen can even come close to that. Control on top of control. The guys over at Psyop use that and really know how to get in its ass. I would like to see a maya port of that shader but I have no Idea how or who would. Maybe someone out there will help...
is this a special XSI shader or a custom MR
shader - where i can see the shader working
AWAKE
11-02-2002, 05:52 PM
I'm pretty sure its a default XSI thing. Theres a material and then there's the Lens shader - for the lines. so much control.. I got this off the Soft site
http://www.softimage.com/education/xsi/selfpacedlearning/tutorials/webtutorials/xsi_2_0/toon/toontut.doc
AWAKE
11-02-2002, 05:54 PM
This is the one for the Ink
AWAKE
11-02-2002, 05:56 PM
Check out www.psyop.tv They really did it right on the Volkswagen and the Lugz, and they were using these shaders.
Spliff_Richards
11-02-2002, 08:17 PM
What about the new rampshader in 4.5?
alphatron
11-02-2002, 11:02 PM
The ramp shader works fabulous for everything BUT good ink outlines.
Per-Anders
11-02-2002, 11:07 PM
what about the displacement method? there are various tutes on the web about it (includingo n my site) for the various apps, i'm sure it wouldn't be difficult to transfer it over to maya. all you really need to do is map an outline colour to a duplicate of your object using a decal shader mapping it to the back faces (the front faces need a transparent material) and then giving the whole thing an even (or uneven if you want a more uneven line) displacement of however wide you want your line to be.
Per-Anders
11-02-2002, 11:08 PM
oh and then for the actual surface material of the original object you would probably want to remap the luminosity ( i think that the surface sample node isn't it?) into a gradient and flatten the whole thing off into whatever steps you need... although isn't there a simple posterize shader inbuilt somewhere in maya?
AWAKE
11-03-2002, 01:35 AM
Never heard of the displacement method. Where is the Tutorial? It sounds real interesting. Especially for the rough stuff. Usually I get the outlines in the comp, but roughening them so they work in 3d is a little tough. (I'm no tablet jockey) Where where where is this magic tutorial?
playmesumch00ns
11-04-2002, 08:40 AM
You can't get outlines in shader, cos the only way is to use the facing ratio technique, which is crap basically. You need a render plug-in
Inkworks is pretty good. I'm currently in the process of writing my own but maya API is a bastard at the moment and nothing bloody works!
AWAKE
11-04-2002, 03:31 PM
Choons,
Develop develop develop..... Id love to see something deeper than mel for a maya toon shader.
Provide
11-04-2002, 04:02 PM
> Develop develop develop..... Id love to see something deeper than mel for a maya toon shader.
There are many out there.
Of course, you have to pay for them ... :p
Martin
AWAKE
11-04-2002, 04:04 PM
oh yeah....
victor
11-04-2002, 04:20 PM
"Final Toon Shader" at highend3d.com is good at generating lines, even on planar surfaces, though the actual quality of the lines is not so great (they are a bit grainy, but look ok if scaled down later).
Per-Anders
11-05-2002, 02:37 AM
awake... check out the renderzone section of my website
http://www.peranders.com/c4d8/
then in the tips section there's a toon shading tute (using the displacement method)... i'm sure it oculd be translated into maya no probs.
beaker
11-05-2002, 05:59 AM
The XMB Cartoon Tool Set is pretty good. It uses a post process tracer to get the outline.
You can dowload it here at the bottom of the page:
http://www.highend3d.com/maya/plugins/?group=mayaplugins§ion=rendering
Tut for it here:
http://www.highend3d.com/maya/tutorials/xavier1/
More info on the nzid like shader:
http://www.dream.com.ua/feature15_20010320.html
playmesumch00ns
11-05-2002, 09:07 AM
Awake > edge-detection and toon-shading (well, i'll just leave it up to a ramp shader probably, tho may write my own version for the 4.0 release) is actually the first thing I'll be doing as part of my NPR plugin for maya, provisionally entitled NPR Effects, or maybe NPRboy (was going to be NPRMan, but I thought that would be too cheeky).
Actually if anyone can think of a better name, I'd be most appreciative!
I hope to have a working version going by xmas (fingers-crossed) for download and beta-testing (well, alpha really), although it will most likely only work on polygons, and you will certainly need a graphics card that supports at least OpenGL 1.2. but then, that shouldn't be a problem
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