View Full Version : 3dsmax5 Ink n Paint hatching tutorial
Hello people.
Do any of you know where I can find a tutorial on the Max 5 Ink n Paint renderer that shows how to do hatching, crosshatching or that kind of stuff.
I do NOT want to do a cel shader tutorial.
I saw a tutorial which showed some technical style illustrations in black and white, the shading was in the form of bands of black which varied in thickness which followed the contour of the model. Kinda like the faces printed on paper money, or woodcut prints on old books.
I have unfortunately lost the tutorial and was hoping one of you guys and gals had seen it or one that was similar.
I am trying to recreate a woodcut look for an animation.
if you have any links or comments on how to achieve this please let me know. Much appreciated.
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sireel
02-27-2003, 06:47 PM
Hey there, Peter Draper had a great tut in 3D World (Iforget which issue ... one of the last three I think) in which described exactly waht your talking about. You might want to email him (his website is http://www.xenomorphic.co.uk/ ) and ask him for the jist of it. I don't think he'll say no as I've emailed him before with questions and really quite nice.
I will E-Mail him.
But I think it's the wrong tutorial. It's how to make organic looking objects. And the tutorial is on microscopic eggs.
Not engravings.
Here is an Image to show what I mean. SO far All i've found are Loads of Papers on different software and PHD papers.
All of which are no good, as they don't say how to do it.
Note the use of black lines to provide shading.
PeteDraper
02-27-2003, 08:23 PM
it was an engineering shader effect, not money. created similar to the method used to create the pencil shaded effect. I'll post the paper soon, once the copyright on the article has reverted back to me
here's the sample... might be what you're after, might not.
http://www.aoog91.dsl.pipex.com/images/engineering.jpg
p
Yes........... That looks familar
I've seen that before.
I have such a bad memory. I was trying to describe what it looks like when reffering to the money, i didn't mean it was created by them or for them. I was just trying to clarify what I meant.
Yes, like that, although the lines got thicker to increase the shading. And I'm almost positive that the lines curved with the model.
All failing though, that would be brilliant. Any chance of a tutorial on how to do it?
I'm almost positive it was created in Max as well.
Some kind of Cel shaded effect with a hatched texture effect on the darkest band of shading.???
If you can post it that'd be great. It should be put up on the web for people to see. Thanks..
And another Thanks... I was about to lose all hope of ever finding anything like it.
PeteDraper
02-27-2003, 09:42 PM
got your email through aswell :D
cheers
pete
John-Stetzer
02-28-2003, 12:28 AM
I remember Alex McLeod showed a good method of doing this using the Falloff map, the Output map, and Camera Mapping (this was back in the Max 2.5 time frame). I'll see if I can do a simple version to get a similar effect later tonight.
John-Stetzer
02-28-2003, 08:40 AM
Here's a quick and dirty example done in Max 4 using Camera Mapping, Falloff, and Output. Keep in mind you can project other things than the Gradient and Checker maps I used here (procedurals stretched on one axis can give good results) and that the Falloff map can be set differently than just from the camera's POV as I have in this file.
In the Camera 7 view, used two gradients in the upper left object, and one in the upper right one (rotated the camera for the top right object for a better looking mapping angle). Used Output in the bottom two; think I also used noise in one of the Gradient maps in the lower right object. In Camera 6, the lower object is the only one different there; used Checker maps instead of Gradients. All five objects have their own cameras so the textures are being projected the same for each object.
As noted before based examples provided by Alex McLeod a few years back.
http://www.3dluvr.com/jstetzer/WIP/WoodcutRender.max
Cheers for the posts u guys.
John, I've had a fiddle with the max file to try and came up with these effects.
One looks like an engraving the other looks like those copper plate/dot style pics u used to get in old books. I'm not sure if they had that kind of print in Victorian times, but then again the book doesn't have to be from Victorian times. :)
Anyway, see what u think... The wierd planes sticking out on the back and other places are for alpha mapped fur textures. I just haven't got rid of them for this render. They look good on the normal cat model. :)
Soooooo, Which do you prefer?
Here is the Cross Hatched version
John-Stetzer
02-28-2003, 09:04 PM
Personally I like the dotted one better.
Hello People.
I have a wonderfully new one to show u all.
Here is a much better cross hatch version. I still need to fix the lines on te back, they need to have the same noisy look like the other hatched bits do, but that ain't hard. I just need to copy one of the maps over and stick it into the falloff map.
I think. :)
Anyway see what u think, better than the previous cross hatch I'm sure u'll agree.
sireel
03-03-2003, 01:47 PM
hey with the exeption of the paws that last one looks really good!
Yeah.
To fix it I just need to increase the size of the Paws in the UVW Unrwap. I can do that easy.
Dunno wether to do my whole animation like this or not though.
PeteDraper
04-07-2003, 01:27 PM
not sure if it's relevant anymore, but the entire q&a / tutorial regarding the technique I mentioned previously is now available on my site in the education section.
cheers!
pete
clusterfuq
04-08-2003, 10:58 PM
wow, cheers for that man, really nice effect.
Yup.
Cheers.
I've created my own type of cross hatch shader, but you have been a great help.
I still have a few problems with the effects which I'm trying to get rid of..
I've only got a month or two left in my Honours Project. If I manage to get it all finished in time you should check it out.
Cheers for your help.
BREK..
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