View Full Version : toon plug ?

06 June 2003, 11:10 AM
Hi all,

I'm searching for a kinda celshade plugin, to do this kinda render :

This image was created with toonshade, a maya plugin, and i was wondering if something similar was existing for lightwave.

Any idea ?

06 June 2003, 12:57 PM
you could do something similar with the supercell shader plus some textures plus some compositing work.


06 June 2003, 01:04 PM
Try the Unreal cell shader, works better with textures !!! :thumbsup:

Yeah and if you have a good comp tool use it !!!:wavey:

06 June 2003, 01:09 PM
cool ! thanks to both of you !
I'm gonna test this plugin, and composite then ! :)

06 June 2003, 01:52 PM
unreal shader is cool
especially "toon tracer" image filter

there's a tut of proton about it
here (

i discover recently another plug : "3DD-Standard CelShader" on but i didn't try it.
it look interesting ....

hope it helps

if you test something cool please share !!! :drool: i'll love it i'm sure

Mike RB
06 June 2003, 02:02 PM
in lw try making polygon size 130% in the object properties when trying to make this kind of style.... you'll like it.


06 June 2003, 05:37 PM
You could render the image out normaly and then use some sort of artistic plugin for Photoshop or something. I've never tried it but I've seen nice resaults from someone who did it once.

06 June 2003, 01:55 PM
i made some pictures inspired from your post.
This the result of my first experiment with a simple mesh.


06 June 2003, 01:57 PM
that's exactly the result i was searching for !

Can you explain how you did ? especially the borders please :)

06 June 2003, 02:35 PM
Sweet! Yes, please share your genius with us.

06 June 2003, 03:09 PM
this technique is inspired by a tutorial from about a trick to have mutlicolored caustic.
You can find it here (

i made the same thing but with morph.
The trick in to change geometry between "fractionnal frame".

i created two morph in my mesh and applied a Jitter on the mesh in each morphmap.
In layout, Morphmixer open, i change the morph of my mesh in the graph editor between frame 0and 1 like that :

in the camera properties, choose a good AA ( medium is cool) and turn on motion blur.


I change my morph between frame 0 and frame1 then the line doesn't move in anim but you can add movement in edges if your morph cycle have a least 2 frame lenght ( i think ....).

06 June 2003, 03:19 PM
i add this little anim
here (

1 frame morphcycle :)

06 June 2003, 03:21 PM
excellent !!!! thanks alot vbk! :) :) :beer:

I'm gonna try this ! :)

Encore merci !

06 June 2003, 03:55 PM
merci beaucoup!

06 June 2003, 04:33 PM
great effect, and great style vbk!!!

06 June 2003, 05:05 PM
instead of creating morphmaps and using jitter you could use a displacement map in layout that moves over a fractional frame like vbk says. I think that should give a similar effect without the trouble of setting up endomorphs...

06 June 2003, 05:43 PM
yeah oxygen_77 good idea:beer:

06 June 2003, 08:53 PM
Ok, so I tried my method of using a displacement map instead of morphs.. it seems to work.. here's a pic and a quick animation to show the effects.

The following requires DivX 5.05: (approx. 282KB)

06 June 2003, 09:06 PM
That's somewhat dizzying though... the double image looks less deliberate. It could just be the difference in the shading though, as it's not monochromatic, and the outlines aren't as visible.

06 June 2003, 09:07 PM
Originally posted by Lord Dubu
That's somewhat dizzying though... the double image looks less deliberate. It could just be the difference in the shading though, as it's not monochromatic, and the outlines aren't as visible.
Yeah. It looks blurry.

06 June 2003, 09:10 PM
I'm no pro with motion blur, so that's probably some of the reason it looks so blurry, but if you notice on the one done by vbk, it has the same blurriness which is what gives it the effect... I think you're right though in that the textures could be part of the problem... lemme' check into that...


its also possible that the DivX encoding is causing some of the extra blur... at least that's what it's looking like now...

06 June 2003, 01:43 PM
Only render out the edges like that. Its dizzying because of the surface being half-present between contours.

06 June 2003, 10:01 PM
i'm agree with oxygen about blur. This technic works because of blur.;)
Maybe it's possible to reduce blur effect by reducing the cycle of displacement variations. A blur of 25% is good with a displacement with a duration of 0.25 frame.
Motion blur could be reduce like that.

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