View Full Version : CINEMA 4D SaT emulation - free sketch for everyone :-)
Hi there
it is a bit strange situation, I allways must support C4D tools but I found one really very nice trick for everyone who has C4D R8.5 and higher and loves SaT, but doest not have it.
What do you mean about next picture?
it is based on few standard C4D shaders only, there are not SaT options, shaders or render settings. Everything is done in C4D core. Without PSD corrections and filters.
I know my settings is not so solid and rock like SaT, but it is free a fully integrated.
http://download.digitalmedia.cz/temp/sat.jpg
If you want i can prepare some tutorial and screens for you. if you want :-)....
Cheers Pavel
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LucentDreams
10-24-2007, 08:34 AM
anyone still have my shades of cel presets still, their only like what 6 years old? And then theirs Per's tutorial a little while after, Per also hosted Shades of cel along with his tutorial for quite a while.
http://www.peranders.com/tutorials/tutorials.php?index=5
anyone still have my shades of cel presets still, their only like what 6 years old? And then theirs Per's tutorial a little while after, Per also hosted Shades of cel along with his tutorial for quite a while.
http://www.peranders.com/tutorials/tutorials.php?index=5
Haha, yes, it is a same system :-)... Sorry, I did not know about that... I´m working on hatch simulation, too, is anywhere describted this example, too?
THX Kai, I feel like stupid guy :-) haha....
Pavel
STRAT
10-24-2007, 08:50 AM
Kai, i still got them :)
http://www.nikclark.com/strat/cgt/soc.jpg
Robert Glotzbach
10-24-2007, 05:40 PM
anyone still have my shades of cel presets still, their only like what 6 years old? And then theirs Per's tutorial a little while after, Per also hosted Shades of cel along with his tutorial for quite a while.
http://www.peranders.com/tutorials/tutorials.php?index=5
I was trying to go trough this tutorial to see if I can use this techniek on a project that I'm about to do, but then I stumbled on the "Buffy" shader.
Is there a replacement or is it somewhere hidden, I cannot find it?
I'm wondering wich shader Pavel used?
Thanks,
Robert
JamesMK
10-24-2007, 05:50 PM
If I remember correctly, "Buffy" is now "Normal Direction".
It's fully possible I've confused this with something else though.
.
Robert Glotzbach
10-24-2007, 07:04 PM
If I remember correctly, "Buffy" is now "Normal Direction".
It's fully possible I've confused this with something else though.
.
Ah great, seems right.
Now I can play,.........
Kind regards,
Robert
NWoolridge
10-24-2007, 07:07 PM
Hi Pavel,
I hope you don't mind me highjacking your thread, but I've been meaning to post some of my own NPR (sketch and toon-like) render approaches.
The following file contains an expresso-based NPR camera that creates nice toon lines based on a technique originated by Naam of Happyship:
http://www.bmc.med.utoronto.ca/c4d/NPRCam.c4d.zip
It also contains some example NPR shaders that respect lights (thickening and thinning engraved shading lines as they go in and out of shadow...).
Here's a file that shows a render result and explains a little how to adjust the NPR cam setup:
http://www.bmc.med.utoronto.ca/c4d/NPR-explanation.jpg
Nick
NWoolridge
10-24-2007, 08:50 PM
Oh, and here's a movie example of the combination of the NPRcam (object and depth discontinuity lines) and shaders (light respecting engraving effects):
http://www.bmc.med.utoronto.ca/c4d/NPR_head_QTPro.mov
Nick
destro80
10-24-2007, 11:48 PM
Hi Nick,
Should that scene file work in Cinema 4D v9.6?
I can't get the hatching to show up.
Robert Glotzbach
10-25-2007, 05:15 PM
Oh, and here's a movie example of the combination of the NPRcam (object and depth discontinuity lines) and shaders (light respecting engraving effects):
http://www.bmc.med.utoronto.ca/c4d/NPR_head_QTPro.mov
Nick
Thanks Nick, this looks very interresting.
Could you please tell us in which version of cinema this was made?
I'm on 10.111 and the NPR controller seems to be broken, when I adjust the two "linelights" induvidially I do see results.
I went to the "happyship" site to see if I could find more info of this idea of rendering toon, unfortunatey I could not find anything.
Thanks again,
Robert
NWoolridge
10-25-2007, 06:32 PM
Hi all,
This was made with R9 originally, but saved as a 10.5 file.
I've occasionally had the same issue of xpresso object references becoming "unhooked"; I'll have to look more into it, and maybe rebuild the file...
Nick
Rich-Art
10-25-2007, 08:39 PM
Thanks Pavel.. Nice looking shader. :)
Peace,
Rich_Art. :thumbsup:
soccerrprp
10-25-2007, 09:17 PM
Nice!:thumbsup:
Thank you.
Richard
wonky
10-26-2007, 01:44 PM
No that I have seen it in motion I MUST have it.
The controller does not work in 10.5
NWoolridge
10-26-2007, 04:54 PM
Hi all,
I've revised my file to take advantage of some new R10+ features (lights as shadowcasters! cool!) and simplify the interface somewhat. All the xpresso is now on the NPR cam object, with the relevant controls under the user data of the camera.
Please let me know if this one works :
http://www.bmc.med.utoronto.ca/c4d/NPRCam_revised.c4d.zip
Here's a sample render:
http://http://www.bmc.med.utoronto.ca/c4d/NPR_example.jpg
http://www.bmc.med.utoronto.ca/c4d/NPR_example.jpg
To get toon lines only, with no shading, push the ambient light to 100 and turn off the key light.
And Pavel, I would love to see a tutorial about the cool effects you show in the original post!
Nick
Robert Glotzbach
10-26-2007, 05:16 PM
Hi all,
I've revised my file to take advantage of some new R10+ features (lights as shadowcasters! cool!) and simplify the interface somewhat. All the xpresso is now on the NPR cam object, with the relevant controls under the user data of the camera.
http://www.bmc.med.utoronto.ca/c4d/NPRCam_revised.c4d.zip
And Pavel, I would love to see a tutorial about the cool effects you show in the original post!
Nick
Nick this is great, thanks a lot, this one works.
Do you mind sharing the principles of how this works? I would love to know more, just to be able to use it cleverly.
You mentioned it was based on ideas of naam, I was searching on the site you mentioned, but could not find anything, is there some link you can share?
Yes, I agree, it would be great if Pavel makes a tutorial about his aproach.
Thanks again, its very much apreciated. :)
Regards, Robert
NWoolridge
10-26-2007, 05:34 PM
Hi Robert,
There are really two separate things happening in that file.
-The NPRCam camera object uses a brilliant shadow-based line solution originally dreamed up by Naam (it was used in this happyship music video http://www.happyship.com/_projects/_camiel/camiel_main.html and he explains a much earlier version of it here:http://www.xs4all.nl/~naam/techniques.html). It takes advantage of the way the C4D renderer works to create shadow-based lines around objects and at depth discontinuities. I've created a somewhat easier to use, xpresso-based version, with Naam's permission. I've used this technique for years in a lot of my work, because it generates clean, nice lines that can attenuate nicely in the right circumstances. Its not a cpomplete replacement for Sketch and Toon by any means, but it is pretty flexible.
The camera (and its children) can be used in any scene to get object and depth discontinuity lines.
-The shaders are my attempt to create engraving style effects that respect light sources. They consist of a bunch of shaders in a fusion shader in the luminance channel; the keys are the lumas shader, to get local surface lighting information, a pattern (gradient or otherwise) to create the lines or other marks, and the levr mode to crank the contrast and use the lighting to modulate the thickness of the marks. The effect is very sensitive to lighting, and to just about any of the settings in the various shaders, so just experiment! Try changing the illumination settings in the lumas shader first to get a sense of how to proceed...
Happily, the NPRCam and shaders can work together: the NPRCam providing outlines and detail lines, and the shaders affecting the surface. They can be used apart of course, as well...
Nick
Hi folk
I´m second, maybe third, I´m frustrating from that :-).... What can I do? I can share my file :-)
OK, this is my settings with Otto...
http://redakce.digitalmedia.cz/upload/images_clanky/969/simulace_sat_tutor_final.zip
Cheeers Pavel
Rich-Art
10-27-2007, 10:46 AM
You did a great job Pavel. You're not the first indeed. But they are great and very usable. :)
Thanks for that.
Peace,
Rich_Art. :thumbsup:
jablinko
10-28-2007, 12:40 AM
just have to say the technique is dope and makes a lot of sense.
nick - my only thing is on that light set-up, not sure i fully get how that tapered outline/crease line is created? what in particular about your lighting set-up makes that happen?
great work
NWoolridge
10-28-2007, 02:34 PM
just have to say the technique is dope and makes a lot of sense.
nick - my only thing is on that light set-up, not sure i fully get how that tapered outline/crease line is created? what in particular about your lighting set-up makes that happen?
great work
The line technique depends upon the subtle flare or bleed of soft shadows. When a soft shadow-casting light is at the same location as the camera, the shadows it produces on scene geometry "creep around" the edges of the objects in the scene (how much depends upon the map resolution and bias settings), producing the lines. The tapered lines result from a curving surface that changes from one casting a shadow to one not, and the attenuation of the shadow produces a nice attenuation of the line (as in the jaw line on the sample image above). The "line light" produces nice black lines (rather than wimpy grey ones) by being cranked up to 1000% intensity. Cool effects can be had by changing the intensity of the light or its shadow colour.
This technique works in other software packages that use depth-mapped or shadow-mapped soft shadows, like Maya. But for some reason, C4D produces by far the nicest results.
A big limitation of this effect is that it will not create a line at surface discontinuities that do not produce a shadow, as you would see especially on hard edged mechanical objects; as a result, its generally more suitable for organic objects...
Nick
chris_b
10-28-2007, 04:13 PM
Hello Nick,
Many thanks indeed for your the Xpresso. I remember Naam sending me his file for this (very generously) years ago. It is such a smart and effective outlining method... Do you know where Naam is these days? Remembering what he was able to do with CA back in version 6, I wonder if he is still doing 3D.... he would have to be an extraordinary C4D TD at this point.
NWoolridge
10-29-2007, 04:48 PM
Hello Nick,
Many thanks indeed for your the Xpresso. I remember Naam sending me his file for this (very generously) years ago. It is such a smart and effective outlining method... Do you know where Naam is these days? Remembering what he was able to do with CA back in version 6, I wonder if he is still doing 3D.... he would have to be an extrodinary C4D TD at this point.
Hi Chris,
I'm not sure where Naam is now... I assume he's still at Happyship, but that site hasn't been updated in a couple of years (though somebody is still paying the hosting bills, I guess...). He is a remarkable talent. Come to think of it, he must have helped out when Chanlum became part of the standard C4D install with R10 (I think it was R10...).
Nick
LucentDreams
10-30-2007, 12:09 AM
I think chanlum was integrated earlier than that. I was thinking 9 or 9.5
ITs been a long time since I've seen or heard from Naam
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