Friday, February 09, 2007

Getting over sickness and other toon shading stuff.

Ugh, Today I'm getting over a cold or flu or something. I dunno what it is but this headache is getting on my nerves. Well, on to bright side. Just 30 minutes ago i did a quick test to make sure my toon shader worked with the black and white images needed to put noise along the edges. OH! And before i forget I actually got a reply back from one of the people who worked on “Fairy Berry” I believe it was the rigger. Anyway, she told me her process. I understand it in theory I just don't know how to set up a shader network to do it. Sigh, I'm always amazed by how much I don't know it's really is frustrating.

Anyway, her is what she said.



want some tricks from the author directly?

i use 2 ways to get noise in cell shading
first is to remap a bumped white lambert. it works nice, but when mesh is deformed or animated you can guess this is bump
second is to use some algebra to blend light and noise like fusion mode in photoshop. the shaders in fairy berry use something like the linear light of photoshop to blend a paint map and a surface luminance info, then i remap this output with a clever ramp

that's all. after that you have to choose some nice colors and there it is!

btw maybe you could post some of your outputs. i'm curious now!


Heh, I hope i don't disappoint when i post. My method is totally ghetto compared to this way.


Hmmm, anything else.... Well, now that I know this method works I wanted to try another method that is based somewhat off of the basics of photoshop paintings. This system actually uses a series of shadow layers that are just multiplied over each other at 100, 50, and 25% opacity. This mimics somewhat the “Dodge/Burn” process that photoshop painters seem to like so much.

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