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
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
