View Full Version : Cel Shaded Special FX?
Shade01 12-20-2002, 10:43 PM Has anybody had success creating convincing cel shaded explosions, fire, smoke, clouds? I've been messing around with HV's but havent been able to come up with anything I like. Wanted to know if anyone else had gotten any of that stuff to look good.
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proton
12-20-2002, 10:52 PM
Mission to Avalon by Sergio Rosas had bad ass cel shade explosions and smoke......
SplineGod
12-21-2002, 04:53 AM
Originally posted by Shade01
Has anybody had success creating convincing cel shaded explosions, fire, smoke, clouds? I've been messing around with HV's but havent been able to come up with anything I like. Wanted to know if anyone else had gotten any of that stuff to look good.
Sergio just used spheres with the crumple texture and celshaded them. That was done in LW5.6 days too. Its even easier now.
Celshader
12-22-2002, 12:01 AM
Originally posted by Shade01
Has anybody had success creating convincing cel shaded explosions, fire, smoke, clouds? I've been messing around with HV's but havent been able to come up with anything I like. Wanted to know if anyone else had gotten any of that stuff to look good.
I've had success in the past by creating a polygon shaped like a cartoonist's depiction of a fragment of smoke. I would then use that polygon as a Boolean cutting tool on a sphere. With enough rounded, smoke-like shapes forming a sphere, I could then animate copies of the "smoke ball" object to simulate an explosion. Because each fragment was made of real geometry, I could use genuine Edges to trace the edges of each smoke fragment. Because the smoke fragments followed the contour of a real sphere, the celshading would look nice and clean.
In the past I would create smoke trails with actual geometry, but more recently I've experimented with mapping image sequences of individual "smoke ball" explosions to HV Sprites. I wrote a tutorial showing this technique for issue #7 of newtekpro (http://www.newtekpro.com/) magazine.
Here's a test example of image sequences mapped to HV Sprites. The better the image sequences, and the more image sequences you use, the better the smoke trail should look.
http://www.celshader.com/gallery/smoke/smoke01.mov
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FWIW, Terrence Walker (http://www.studioartfx.com) also shows his technique for a celshaded smoke explosion using particles and HV Sprites on his Shadowskin DVD.
Fasty
12-22-2002, 05:39 AM
I recently experimented with celshaded smoke, and after a few attempts came up with this.
www.stu-art.net.au/astroFULL.html
while far from perfect, it still has a toon feel about it I think
Shade01
12-22-2002, 06:22 AM
Hey thanks, guess I'll have to experiment a little more. Hey Fasty, is that HV's your using?
Brett H.
12-22-2002, 09:20 AM
Fasty,
Nice work there. Who would've thought a scant few years ago that this kind of thing was possible in LW?
Fasty
12-22-2002, 11:17 AM
Yep, they're hypervoxels. It's actually a fairly basic setting with supercelshader applied. Here it is...
http://www.stu-art.net.au/ToonSmoke.pst
It is unchanged from its original state, so it will probably need adjusting (particularly scale) to suite your needs.
Celshading out of the box was actually one of the main selling points for lightwave with me, along with metanurbs!
Facial Deluxe
12-22-2002, 01:22 PM
Here's a title sequence where Toon HV are involved (middle end of it).
http://mapage.noos.fr/facialdeluxe/MangaI.m1v
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