More Non-photorealisitic Renders (NPR II)

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  • juve_satrianijuve_satriani Posts: 138
    edited April 2019

    Hi guys these my new NPR experiments. I'll posting in Gdrive the PSD file if you interest to look how flexible this method to generate multiple variation but still easy to cintrol

    There is no filter use in these sample images Those composed by layering flat+ outline which you can get via default scripted outline render - AO pass and multiple shadow directions using white and grey PwToon settimg (handy if you want anothet options or feel)

    Smooth transition created by blending AO and smooth PwToon grey render. Highlight parts also created with inverted shadow pass .

    NOTE : These images and PSD file not intended for perfect final result NPR image but just to show you how flexible this method,at least for me ;) so ignore the foolish color I've used

    https://drive.google.com/file/d/1YZwprAv-D0Rjqp5_Al4JevLiMcd9qqz6/view?usp=drivesdk

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    Post edited by juve_satriani on
  • juve_satrianijuve_satriani Posts: 138
    edited April 2019

    Here psd file. Just play the shadow/AO and adjustment to get more variation results. Like always just tweak and make it better version than mine ;) https://drive.google.com/file/d/1YZwprAv-D0Rjqp5_Al4JevLiMcd9qqz6/view?usp=drivesdk

    SORRY ror double post . it seem I cant delete this one

     

    Post edited by juve_satriani on
  • tkdroberttkdrobert Posts: 3,543
    tkdrobert said:

    Robotech: Super Veritechs

    Robotech Super Veritechs by tkdrobert

    Awesome Render !!!

    On the fighters, I used pwToon with your settings.  Thank you for that.  I've been playing with them and I'm please with the results I'm getting.

  • tkdroberttkdrobert Posts: 3,543
    Artini said:

    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.

    image

    image

    image

    Some nice results

  • tkdroberttkdrobert Posts: 3,543

    Here psd file. Just play the shadow/AO and adjustment to get more variation results. Like always just tweak and make it better version than mine ;) https://drive.google.com/file/d/1YZwprAv-D0Rjqp5_Al4JevLiMcd9qqz6/view?usp=drivesdk

    SORRY ror double post . it seem I cant delete this one

     

    I really like the 1st and 2nd images.

  • edited April 2019

    Daz Figures with Photoshop postwork. I'm trying for a more painterly look here.

      

     

    My Daz Gallery

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    Post edited by acecombs_b317c01b8d on
  • wsterdanwsterdan Posts: 2,343

    I'm trying for a more painterly look here.

    Nailed it. Very, very well done.

    -- Walt Sterdan 

  • wsterdan said:

    I'm trying for a more painterly look here.

    Nailed it. Very, very well done.

    -- Walt Sterdan

    Thanks, Walt.

  • juve_satrianijuve_satriani Posts: 138
    edited April 2019

    Daz Figures with Photoshop postwork. I'm trying for a more painterly look here.

      

     

    My Daz Gallery

    Interesting render+ Postwork

    Here my newest render and postwork using render element technique and going crazy in PShop blending mode -  Multiple Shadow On off -Color Adjustment ;) .

    Its still crude but I think this method  give me more freedom and  better worklow ( spent most time in Pshop than 3d App ) , You can see its so easy to generate variation in minutes

    If anyone interest I put psd file so you can take look yourself how easy this method , Just play around with any adjustment or shadow on off etc

    https://drive.google.com/open?id=16pYgIs7GC3txOLJJb60eWESCry_sqQpH

     

     

     

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    Post edited by juve_satriani on
  • HeadwaxHeadwax Posts: 9,983

    image

     

    Carrara render passes combined for Carrara Challenge
     

    Fantastic !!!

    thank you :)

     

  • HeadwaxHeadwax Posts: 9,983
    Artini said:

    Playing with different effects from Renderbox post processing on POLYGON - City Pack in Unity. Also used Jiffycrew Cel Shading.

     

     

     

    artini those renders are wonderful

     

  • HeadwaxHeadwax Posts: 9,983
    Artini said:

    Playing with different effects from Renderbox post processing on POLYGON - City Pack in Unity. Also used Jiffycrew Cel Shading.

     

     

     

    artini those renders are wonderful

     

     

    Here my newest render and postwork using render element technique and going crazy in PShop blending mode -  Multiple Shadow On off -Color Adjustment ;) .

    Its still crude but I think this method  give me more freedom and  better worklow ( spent most time in Pshop than 3d App ) , You can see its so easy to generate variation in minutes

    If anyone interest I put psd file so you can take look yourself how easy this method , Just play around with any adjustment or shadow on off etc

    https://drive.google.com/open?id=16pYgIs7GC3txOLJJb60eWESCry_sqQpH

     

     

     

    very nice thank you!

     

  • HeadwaxHeadwax Posts: 9,983

    Daz Figures with Photoshop postwork. I'm trying for a more painterly look here.

      

     

    My Daz Gallery

    lots of movement and just the right amount of minimal detail - well nailed

     

  • HeadwaxHeadwax Posts: 9,983
    edited April 2019

     

     

     

    today's work with Carrara and Photodonut 

    Post edited by Headwax on
  •  

     

     

    today's work with Carrara and Photodonut 

    Amazing Image and texture overlay ! I`m thinking about getting photo donut but not really sure what they exactly do . 

    I saw your render very stylish with texture overlay on top of it . Those texture generated by Photo dunut or came from your "God Level " of Carara skill ?

    Thanks

  • HeadwaxHeadwax Posts: 9,983
    edited April 2019

     

     

     

     

    today's work with Carrara and Photodonut 

    Amazing Image and texture overlay ! I`m thinking about getting photo donut but not really sure what they exactly do . 

    I saw your render very stylish with texture overlay on top of it . Those texture generated by Photo dunut or came from your "God Level " of Carara skill ?

    Thanks

    ha ha thanks, it's more a case of a mispent adulthood

    I use Photodonut on Carrara render passes.

    So I use different photodonut styles on eg shadows pass, reflection pass, outline pass etc, then combine them in post

    the watercolour paper is generated by filter forge and I paint over the whole with Ron's watercolour brsuhes -

    I also use them (the brushes) to erase parts of the overlaying render passes to expose other passes

    the idea is to build everything up slowly and to preferable not start with your beauty render (beauty render being the render straight out of the box.

    these are some of the render passes available natively in Carrara that I might work with

     

    this is the raw scene

     

     

    this is Carrara's inbuilt toon renderer combined witha third party line renderer (now Free). This is just in the assembly room spot render, not a full blown render.

     

    The second last little pic down the bottom is a depth render - you can use that to creat atmospheric depth by inverting it.

    The last little pic is a shadow pass - you can blur it for soft shadows or use any PD filter on it. You can even invert it and use the screen parameter to lighten unwanted shadows.

    The possibilities are endless once you can separate your image into so many render passes.

     

     

     

     

     

     

     

     

    here is the same image after c and c in the carrara forum

     

     

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    Post edited by Headwax on
  • Daz Figures with Photoshop postwork. I'm trying for a more painterly look here.

      

     

    My Daz Gallery

    lots of movement and just the right amount of minimal detail - well nailed

     

    Thanks, Headwax.

  • juve_satrianijuve_satriani Posts: 138
    edited April 2019

    Thanks for detail info . Those really very nice technique you showed in there

    It seem Carara very powerful to generate multipass render, I think I'll try Carara after getting proper grip in Poser ComicBook Preview


    So in your opinion how hard to learn Carara? How about importing Daz content workflow? Is possible to match camera view in both programs? So I can overlay render pass from Daz and Carara?


    Meanwhile this my attempt to create fan art for my little daughter . Yeah..this image have awful color palette LOL . just trying to implement Gradient color method instead basic color fill in Pshop

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    Post edited by juve_satriani on
  • ArtiniArtini Posts: 9,436

    Thanks a lot, tkdrobert and Headwax.

     

  • This is a detail of the Morningfall image I posted above.

     

    My Daz Gallery

  • ArtiniArtini Posts: 9,436
    edited April 2019

    DS iray render of Kieron - https://www.daz3d.com/fw-kieron-hd-for-genesis-8-male-and-li-kieron-whiskers

    with skin from different character, processed in PhotoDonut 2

    image

    image

    image

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    Post edited by Artini on
  • StarlawStarlaw Posts: 71

    Updating foundation of art for Venn Biblia. Here are some of the results of current changes.

  • HeadwaxHeadwax Posts: 9,983
    Artini said:

    DS iray render of Kieron - https://www.daz3d.com/fw-kieron-hd-for-genesis-8-male-and-li-kieron-whiskers

    with skin from different character, processed in PhotoDonut 2

    image

     

     

    \

    nice stuff artini all three are excellent,

    Starlaw - lots of radiance - glow good for Biblical work

  • HeadwaxHeadwax Posts: 9,983
    edited April 2019

    Happy Easter - 

    Carrar work

    Post edited by Headwax on
  • ArtiniArtini Posts: 9,436
    edited April 2019

    Thanks a lot, Andrew.

    Very dramatic Easter scene.

     

    Post edited by Artini on
  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Thought this character might look good tooned.  I usually have to add lines and such, but the photoshop filters/topaz did all the work this time.

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  • vrba79vrba79 Posts: 1,357
    edited April 2019

    VSS was on sale yesterday, so I just had to.

    Using my usual test girl for a couple of first attempts, with different lighting setups.

    For whatever reason the shader takes its sweet time on transmapped anything, no matter what lighting is used.

    The effect seems more dynamic with a default light as opposed to UE.

    I'm gonna spend some time cracking this one open, the way I did with PWToon.

     

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  • vrba79vrba79 Posts: 1,357
    edited April 2019

    With these two, I'm "coloring outside the lines", by not using any of the presets, and just diving into the naked shader and playing with all of the settings myself. I think the Visual Style Shader and I are gonna get along great.

    The handgun/hand placement is off in the second render, but it was more about nailing the look of the shader than anything else.

     

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  • vrba79 said:
    For whatever reason the shader takes its sweet time on transmapped anything, no matter what lighting is used.

     

    Ah, that'll be because it has ambient occlusion built into the shader. Ambient Occlusion + transmaps will increase render times in any situation. ^^"

    You can try disabling the effect by turning "Max Distance" to a really small number, like 0.001. Don't use zero though, that'll cause the whole surface to get darker (it wasn't like that when VSS first came out, updates to the Daz software changed how the older Occlusion effect in Shader Mixer worked).

  • vrba79vrba79 Posts: 1,357
    vrba79 said:
    For whatever reason the shader takes its sweet time on transmapped anything, no matter what lighting is used.

     

    Ah, that'll be because it has ambient occlusion built into the shader. Ambient Occlusion + transmaps will increase render times in any situation. ^^"

    You can try disabling the effect by turning "Max Distance" to a really small number, like 0.001. Don't use zero though, that'll cause the whole surface to get darker (it wasn't like that when VSS first came out, updates to the Daz software changed how the older Occlusion effect in Shader Mixer worked).

    Thanks for the tip. Other than that little nitpick, I'm enjoying this shader.

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