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Six affect five. I am just now creating a series of color preset for my shader and having catalogued four or five variations in 45 fundamental colors is a nightmare make all this presets. Shader editor and surface tab doesn't aid. I understand when people only set a few presets in their products.
I think this can be achieved in shader builder for shadows. For current shader mixer...never. I think in something like this and I have some clues, but I can't time due my job for try.
Presets out the wazoo, certainly, but there's more to it than that.
No matter what visual effect I'm looking at, the shader needs to
* use most of the same value-names in the same places as the Default Shader, so that I can copy and paste my settings into it.
* be mappable in most channels, at minimum Diffuse,Opacity, Bump Displacement, and perhaps two or three others as well; Spec and Ambient are bonuses, but Reflection and Refraction do NOT need maps.
* render fairly quickly, unless calculating a raytrace (Reflection or Refraction).
* reflect & refract correctly, or not at all.
* handle opacity correctly!
With the pinup presets in pwToon, the problem was that they were almost TOO specific to a certain set of hair, skin type, and clothing. The colors of the outlines and shading left me scratching my literal-minded head a bit as to how to adapt them to other objects.
:) Lot's of neat stuff in this thread!!
Video short with a cool cel shading technique...
http://vimeo.com/15126262
An interesting page exploring RSL coding for a toon style shader...
http://www.sfdm.scad.edu/faculty/mkesson/vsfx419/wip/spring11/eric_kurzmack/toon.html
My attempt using Blender Cycles to emulate the above based on light and view dependent shading nodes...