View Full Version : TOON SHADER || Shader FX + 3D Studio Max 9
07 July 2009, 12:34 PM
Hi All !
A friend and i are trying to create a Real Time Toon shader ( export to Virtools ).
Here some references :
-For the Toon Shader with Edge and color :
-For shadow, a blend with flat color toon ( cf:naruto, Amer Beton(Tekkon Kinkreet)and tales of vesperia) + a texture like Valkyria Chronicle .
Here some test :
Number 1 is my favourite, BUT; we can see borders are white or ( if I change this in Shader FX) borders take the color of the texture ( red , skin color or blue) but with more Brightness. So it's a problem because we need to create a "dark" border ( cf naruto or tales of vesperia).
Also , we can see on neck a strange point of light
On number 2, we can see a good border but I can't add shadow/light on character T_T
After, I create this little explication to help myself to see what I want :
So, I need to have a border like animation cartoon or like "naruto/tale of vesperia and Tekoon kinkreet" + A flat Shadow (+ texture with a blend ?) to create a shadow like Valkirya Chronicle.
In my reasoning, I don't need a "light to light my scene", but a "light to create Shadow"..
So if I haven't the "light to light my scene", the principale color is my texture , and my shadow is create with my "shadow light" + a texture .
After reflection, I think I have a bad reasoning...
Have you an other reasoning , suggestion or help ?
I create on photoshop what kind of real time render I want
07 July 2009, 12:30 PM
I continue my research ! ( nobody can help us ?)
When I study the Toon Shader of Shader fx I can see they use a Gradiant Map to create lights and shadows .
So I succeed to add this Gradiant map and here the result :
There are lot of problem yet :
We need to create regular borders ( we can see on Naruto and tales of vesperia there are regualr color or black border around character)
Create border/contour on the 3D Mesh too ( and and not just around the character)
Add Texture to create the great Shado ( like Tales of vesperia)
Here are the most important.
So if you have any suggection , tell me !
07 July 2009, 10:08 PM
If you can spare the polys, you can duplicate the model, add a push modifier, invert the normals and color the duplicate black. Makes pretty outlines.
I've also seen toon shaders that use various methods for edge detection, but I'm pretty sure shader fx doesn't support anything like that.
07 July 2009, 08:18 AM
Nooch > Hi ! Yes I can do that , but for real time?.. I think I'll try when I continue my project on Virtools.
Now I continue my character and modifie my shader !
See ya !
07 July 2009, 10:04 AM
Hi All !
So, I'm here with an other problem : MIP MAP !
I continue my character and I unwrap it , when I begun texture and applied it on my model i have this surprise with my shader ( my texture 512*512 px):
Can I delete this blur ( mip map ?) effect on my texture on shader ?
A friend tell me to try to separat head and body.
So Head textur : 512*512
Body textur : 512*1024
I go try it !
any idea ?
07 July 2009, 06:04 PM
Dang, i wish i could help, but I would like to express my support, keep it going! it looks really interesting.
07 July 2009, 11:27 AM
Trauco > Thx ! I find to my mip map mistake !
Mhh soon I post the last version of my shader with my character
I have done a test on virtools for real taime and the shader works very good!
I'm happy ( like droopy !:p)
07 July 2009, 12:36 PM
Here the last test with my character and my toon shader.
I think that colours borders are too small .
So , see Ya !
07 July 2009, 10:35 PM
I've been wishing for some time to do something in a toon shaded style like this.
Sorry I can't be of any help. I agree with 'Trauco', good luck and look forward to what you come up with.
07 July 2009, 10:35 PM
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