PDA

View Full Version : Hello, can someone help me with this toon shader render?


dallasrobinson
01-13-2007, 03:39 AM
Hello, I wanted to post this question on the forum to see if anybody else knows. It feels like the solution is right on the tip of my brain but somehow I keep on missing something very basic. It's driving me NUTS!

I'm trying to replicate and improve on the toon shading work seen in this short film called “Fairy Berry”. Located here http://fairyberry.net/akajou/ I believe with a little work I could get something pretty neat. Most of it seems like standard stuff; composting, Maya vector lines, etc. but the one thing I can't figure out is exactly how they got their shadow renders. In thesecond image below I can see they are using the “Use Background” shader and setting the background color to yellow. When you multiply this over the color render it will add a nice warm shadow to the form (seen in the first image). But how are they getting that nice white 'painterly' gradient over the form? See how the gradient form light to dark isn't uniform? Somehow they are using a texture to control the “Use Background” shader. I can only think of one way of doing this...

1.)Using a Layered Shader I combined a Blinn and a Use Background. The blinn's transparency was set to 100% so all I was left with was the Specular highlight. Then I cranked up the eccentricity of the blinn so that the specular was nice and large to simulate the side of the object getting lit by the light source. From here add a simple 'painterly' bump map to the blinn to make the gradient non uniform.

This method seems to work okay but doesn't give me the exact results I'm seeing in the Fairy Berry images. Other then that I don't know what else to do. Can any of you guys help?http://fairyberry.net/images/galleries/stills/still04.jpg
http://fairyberry.net/images/galleries/ok/mira_paint1.png

dallasrobinson
01-31-2007, 06:45 PM
anyone? anyone? Hello?

dallasrobinson
02-01-2007, 07:03 PM
OH! actually, I just figured it out last night! It may not be the best way to do it but it's close enough.

ghostlake114
02-02-2007, 11:47 AM
That sounds great, could u share ur setting, shader?

dallasrobinson
02-02-2007, 07:01 PM
Actually, it's half rendering and half post process in after effects. You use Maya to divide up the color and After effects to control and ajust. The cool part about doing it this way is that now you can add Sub serface scattering and Ambient occlusion to Toon images which helps them feel alot more solid without loosing the "toon" feeling.

Anyway. the process needs to have the kinks worked out so I won't be posting a " how to" any time soon. sorry. :-(

yznah
02-03-2007, 02:03 PM
want some tricks from the author directly? ;)

i use 2 ways to get noise in cell shading
first is to remap a bumped white lambert. it works nice, but when mesh is deformed or animated you can guess this is bump
second is to use some algebra to blend light and noise like fusion mode in photoshop. the shaders in fairy berry use something like the linear light of photoshop to blend a paint map and a surface luminance info, then i remap this output with a clever ramp ;)

that's all. after that you have to choose some nice colors and there it is! :)

btw maybe you could post some of your outputs. i'm curious now!

yznah
02-03-2007, 02:12 PM
this is my prefered shot :p
http://fairyberry.net/images/galleries/ok/test_01.jpg

Glenfx
02-04-2007, 05:04 AM
want some tricks from the author directly? ;)

i use 2 ways to get noise in cell shading
first is to remap a bumped white lambert. it works nice, but when mesh is deformed or animated you can guess this is bump
second is to use some algebra to blend light and noise like fusion mode in photoshop. the shaders in fairy berry use something like the linear light of photoshop to blend a paint map and a surface luminance info, then i remap this output with a clever ramp ;)

that's all. after that you have to choose some nice colors and there it is! :)

btw maybe you could post some of your outputs. i'm curious now!

Damn, i didnt understand one bit. :shrug:
And just wanted to say thats one of my favourite shorts ^^

dallasrobinson
02-06-2007, 07:37 PM
want some tricks from the author directly? ;)

i use 2 ways to get noise in cell shading
first is to remap a bumped white lambert. it works nice, but when mesh is deformed or animated you can guess this is bump
second is to use some algebra to blend light and noise like fusion mode in photoshop. the shaders in fairy berry use something like the linear light of photoshop to blend a paint map and a surface luminance info, then i remap this output with a clever ramp ;)

that's all. after that you have to choose some nice colors and there it is! :)

btw maybe you could post some of your outputs. i'm curious now!

Wow, so that's how you did it huh? that's totally diffrent then how I tackled the problem. I actually tryed the first version and yes came to the same result. Using a bump map works but looks too... "CG" for my taste. The second way you describe is totally new to me so I hope we can trade notes in the future. I'll try to clean up my test as soon as possable and post it here. Thanks for the reply. I've been wondering how you did that for months! :-)

CGTalk Moderation
02-06-2007, 07:37 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.