Anime Japanese Style Shader in Maya...How?

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  02 February 2013
Question Anime Japanese Style Shader in Maya...How?

post also here
Hello everyone ....
I happened to find this tutorial on how to make the toon shader in xsi

http://www.youtube.com/watch?v=1RT0JR1FQpc

know how to recreate the shader with maya? .... if maya has available the same nodes or something?

thank you very much in advance.
Bye
Paolo
 
  02 February 2013
I think you're looking for the ramp shader
 
  02 February 2013
Question

Originally Posted by chafouin: I think you're looking for the ramp shader


the ramp shader is used, but I think you have to put a lot of other nodes, for it to become like that of XSI ..

Does anyone have any ideas?
Please
 
  02 February 2013
nobody knows anything?

pleeease...
 
  02 February 2013
Have you searched around Google/YouTube for tutorials? I swear I saw a few ones that looked decent.

I haven't watched the whole thing but, I just searched YouTube for Maya cel shading or Maya toon shading, and found this http://www.youtube.com/watch?v=SkzaGufl2pY
That looks decent to me, if you want a flatter look, then don't bother with the AO pass.
 
  02 February 2013
Red face

I'm not trying to use a generic toon shader in maya.
I'm looking for someone who can explain step by step how to reconstruct the exact same toon shader of XSI, with nodes and various tools in Maya.
Because what I want is the ability to better manage the shadows of the toon shader in Maya (since right now are not very manageable).
I would like to recreate the exact same XSI shader in Maya.

thanks for the help .....
still in search of solutions .... come forward ...
thanks in advance
p.
 
  03 March 2013
I had a go at this today and was able to re-create it pretty eaisly.

Its pretty much the same setup in MAYA and XSI.

basically you create two shader and layer them over each other.

The first shader is the same as if you are manually setting up a toon shader.

Use a surfaceLuminance node plugged into the uv of a ramp

The second shader I used a mentalrayVertexColors node to drive a duplicate ramps uvs.

then you can blend or overlay the shaders.

This means that you can paint vertex colours to tweak the final shading/shadow result.

I just wanted to add that I think that both this and the XSI shader may seem like a cool idea that they are actually not that great in reality.

firstly they are based on vertex colors which (depending on your model) are probably not going to give very accurate results unless you smooth the hell out of your mesh..

Secondly when you render you are stuck with the results..and you actually have to render to see these results in the first place...

Probably a better way would be to create a luminance/toon shader and use that in comp to blend/mask two color/diffuse layers.

This way you could use masks or roto paint to get faster feedback and more accurate results.
__________________
 
  03 March 2013
Smile

Originally Posted by Cyberone: I had a go at this today and was able to re-create it pretty eaisly.

Its pretty much the same setup in MAYA and XSI.

basically you create two shader and layer them over each other.

The first shader is the same as if you are manually setting up a toon shader.

Use a surfaceLuminance node plugged into the uv of a ramp

The second shader I used a mentalrayVertexColors node to drive a duplicate ramps uvs.

then you can blend or overlay the shaders.

This means that you can paint vertex colours to tweak the final shading/shadow result.

I just wanted to add that I think that both this and the XSI shader may seem like a cool idea that they are actually not that great in reality.

firstly they are based on vertex colors which (depending on your model) are probably not going to give very accurate results unless you smooth the hell out of your mesh..

Secondly when you render you are stuck with the results..and you actually have to render to see these results in the first place...

Probably a better way would be to create a luminance/toon shader and use that in comp to blend/mask two color/diffuse layers.

This way you could use masks or roto paint to get faster feedback and more accurate results.



interesting solution.
can you post a graph of the nodes in the Hypershade?

in the meantime i try to do following your words alone ...


thank you ....
those who have other solutions, they are welcome
 
  07 July 2013
does anyone know if there are nodes in maya2014 of Softimage shown in the image.
there are the fees?
I'm trying to build a shader seen in Softimage.

http://www.renderglobal.org/forum/a...63&d=1374758256

Softimage ----> Maya:

toon paint and host ----> surface shader
gradient ---> ramp
basic scalar --->??
pick channel --->??
incidence ---> surface luminance
vertex color ---> MentalRay vertexColor

also if you have other suggestions about my alleged choices of nodes, say well

Thanks in advance to all :-)
Hello
Paolo
 
  07 July 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 12:07 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.