More Non-photorealisitic Renders (NPR II)
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Hi...these bunch of screenshot my PWToon setting to getting smooth render
I hope useful for you . Feel free to tweak- enhance and make it better
Thanks
NOTE :
This render use two lights , AoA distant light with 75% intensity and 192 192 192 as color and AoA ambient light with 25-30% intensity and also 192 192 192 as color . I think you can use equivalent lights if you dont use AoA light sets
For render setting , All parameter Default except changes on : Max Ray Trace Depth set to 1 and Gain set to 1.2
For main figure outline ,I`m using Geoshell and the rest using outline from pwToon
This looks really cool. Just one suggestion, take it for what it's worth. The letter spacing looks really W I D E to me, like twice what it needs to be. I think it would be improved by condensing it. :)
Thanks for the comment. You are right about the letter spacing and I probably will tweak it down a bit. Thanks for reminding me to do that. It does need to be a little wider than normal, though because the first printing of the comic is set for pages that are 5.5 x 8.5 inches (letter size folded in half). I need to make sure the lettering is large enough to be read at that size and one aspect of that is having a little extra space between the letters and the words.
I'm seriously thinking about having two versions of the comic: one for the small printed size and one for the larger, normal comic size. That would let me tweak the lettering to be a little more appropriate for each size.
Thanks again for reminding me to do that.
Thanks! Yes, the linework comes directly from Poser Pro 11. The “Live Comic Book Preview” was introduced with vers. 11 and is available in both the base and pro versions.
It has several cool features, including:
Here's a note about the lettering on my pages. I know that ALL CAPS is the norm for comics, but these days Sentence case (just capitalziing the first letter of the sentence, like we do when we write or type, is slowly gaining ground. Although ALL UPPERCASE is still the norm, Marvel Comics does use Sentence Case on its books Unbeatable Squirrel Girl and Moon Girl and Devil Dinosaur, just to name two mainstream books that have switched to sentence case.
Just thought I'd toss it out there for discussion.
thank you very much Walt :)
thanks for that :)
!
1) Yes
2 and 3) Carrara has a third party toon plugin (now free) - you can chhose the width of the outlines and also wethere it does lines on different shader domain's edge (? brain infarct at the moment) - (it also has an inbuilt toon filter which is handy)
I use it to cxreat lost and found edges by judicious erasing and opacity - also inverting it and using it with screen parameter5 can knock back certain dark lines underneath
3) Yes, but you need to combine two renders of different out lines width
Carrara has other types of passes you can extract line work from and also guide the hatching (not cross hatrching) in photodonut with - if you get a chance to play with carrara seriously I can give you a walk through - but by the look of it poser does the hatching natively
Carrara depth pass is also suprisingly handy for generating differnt line widths if using Topaz simplify - not fine lines but outlines
iI havent tried it on the object pass but I am sure you can get usable lines from that as well
- as with most things its the set up of the renders with later handwork in mind which is important - humans are better than machines as far as 'art' goes.
also worthwhile looking at the shadow passes and the ambient occlusion ones for the b and w work
here's another go of the same subject with photodonut working on/with a few of carrara's render passes - sorry tonot answer sooner been on hols
It still needs just a bit of tweaking, but this dzDefault+Postwork combo I'm cooking up is nearly ready for a public tutorial release.
I'm geniunely curious as to what advantages AoA lights have over regular lights, when using something like PWToon.
I would love to learn about your approaches since all about cel/Toon/Smooth Toon always my thing
I`m just tinkering and see if tool I`ve used behave like I want or react with my simple logic LOL
First of all , I have very limited knowledge about how Nagic math behind shader and lighting in Daz Studio . So I`m not sure if I can give you proper and correct answers . And since I`m in process to reformat my HD I cant give you sample images , but I`ll be posting those render test after everything is done .
There are things which at I think AoA light sets give me leverage than another light sets
1. Tagging Features and Alternate Primitive Shadow
For tagging I can choose which item or materials I need to lit up or not . Sometimes I found some shader setting already Ok on its own but not OK (washed out/color shifted) when I did global lighting adjustment .
Meanwhile Alternative Primitive shadow although only slightly makes differences but for Toon or Cel Shading I tend to get simplified shadow shapes . Thats mostly useful for Hair shadow in figure`s face - nose - Cloth or something like that
2 . Ambient lighting and For More define shapes
Lately I`m doing experiment to find solution to speed up my workflow to create NPR images. And one of the trick I found was using proper and finished background images to start with . I`ll be showing you in another post about how using Finished BG images can help you to get faster and better result without too much tinkering in Daz
Because of that method above , I need to have global light rig to makes my scene render closely at possible with my BG image. AoA Ambient light help me to get in there . Sometimes with AO on or OFF
My pwToon setup mostly depend on Rim features . AO function (at least for me ) help me to get better spread color /paint look in both main diffuse shading and Rim Bound . Another plus is to redefine slightly beveled or curved geometries shape which sometimes lost because most Toon Shader tend to work in Ambient domain
Thanks for asking
"Two Pines in a Yellow Forest" nominally 13 x 10 inches
Post work on multiple Carrara render passes - depth pass for the atmosphere - Cover Pass for the line work etc
Carrara render passes combined for Carrara Challenge
Caustic Groover - base render derived from present Carrara challenge.
Fantastic !!!
This my first test render for G8 on PW Toon and Default DAZ outline render
Nothing fancy Postwork except stacking outline render - overal color adjustment (HSL-Selective Color and Color Lockup ) and give texture overlay via layer FX .
Finaly bought Poser although I`m not sure to using as main NPR generator at least until getting new machine .
RIght now its very slow in my laptop . But the Comic book preview features is awesome . I Hope someday DAZ Studio will include something like that . This Quick test for Comic Book Preview render and give it bloom in PShop
Just found the free RENDERBOX - Post Processing asset at Unity. It contains many different effects.
Below are sample renders, with 2 different effects, made with it.
Those wonderful Render !!
I wonder about learning curve in UNITY and machine requirement to get smooth experiences with it . Would you share your knowledge about bring DAZ content in unity especially for produce NPR renders/images
Thanks. Unity game engine (Personal Edition) is free, if your yearly income is less, than 100000$,
so the best way is to try it for yourself. Unity asset store contains a lot of free and paid content.
The above renders used paid contents from Synty Studios (POLYGON - Adventure Pack) and also their free Renderbox Post Processing profiles.
This time I have used older LTS version of Unity 2017.4.25f1, because of the usage of Unity Post Processing stack version 1 (also free).
To bring DAZ content to Unity, I export items from Daz Studio as FBX and then tweak materials in Unity.
There are many tutorials on exporting from Daz to Unity, for example:
Robotech: Super Veritechs
Oh BABY!
Awesome Render !!!
Thanks guys.
Playing with different effects from Renderbox post processing on POLYGON - City Pack in Unity. Also used Jiffycrew Cel Shading.
My Oolong + Cold Fusion, pwtoon.
Chinatown - https://www.daz3d.com/chinatown in Unity.
Nice
Thanks, tkdrobert.
Mars Habitat - https://www.daz3d.com/mars-habitat and Atlas - https://www.daz3d.com/atlas-for-genesis-8-male in Unity.
Stonemason's items are easy to import to Unity, looks great and are easy to apply mesh colliders, so one could walk on them.
Robotech: Ace of Aces