Sketchy - Toon and Art Style Shaders for Iray [Commercial]

14567810»

Comments

  • estheresther Posts: 625
    edited July 15

    Hi, I'm new to daz studio being long term poser user. I am making a comic. I have been experimenting with sketchy toon shaders as well as line render software and feel i have quite a good work flow. I know i sound lazy but when making a comic - the more one click solutions the better. I was wondering if dimension would consider making an addon that would allow to apply the shaders to the whole scene but not to the transparent things like eyes and eyebrows that seem to get munted when applying the shaders.  eg if i have several gen 8, gen 9 and older genesis characters in a scene it is a lot of work not selecting the eye bits and finding all the transparent things so - would there be away to easily apply the shaders but have it ignore the eyes and lashes etc.  Like a script or something?  Or a software update or addon?

    Love esther

    Post edited by esther on
  • estheresther Posts: 625

    My workflow uses a combo of line render and sketchy toon shaders.

  • estheresther Posts: 625

    Also occasionally i may want to turn the toon lines off and render again and overlay in photoshop then erase parts of the toon lines.  Is there a quick way to just turn the black lines off without affecting the rest of the toon shader?

    Love esther

  • protosyntheticprotosynthetic Posts: 126

    esther said:

    I was wondering if dimension would consider making an addon that would allow to apply the shaders to the whole scene but not to the transparent things like eyes and eyebrows that seem to get munted when applying the shaders.  eg if i have several gen 8, gen 9 and older genesis characters in a scene it is a lot of work not selecting the eye bits and finding all the transparent things so - would there be away to easily apply the shaders but have it ignore the eyes and lashes etc.  Like a script or something?  Or a software update or addon?

    Love esther

    Real hard to do. It's easier, especially if you're making a comic where you reuse characters and scenes often, to save each character as a subset with the proper shaders applied. It gets easier to do with repetition.  The toon shaders also don't spare emissives, so you either have to manually skip those, or in the case that the little lights, etc, are burned into the rest of the texture, greate a geoshell around the object and use the emmissive/mask surfaces to restore the lights on an object. In the event that the entire surface is meant to be emissive, such as signs, it's easier to just use something like the Ultraviolet shaders that keep the base colors. Thicker lines for the environment and thinner ones for your figure makes your characters pop.

    This is absolutely my go-to. I can't believe it had sat in my library for so long unused.

    Cooked gimped half.jpg
    1920 x 1080 - 198K
    Sol Razor.jpg
    3840 x 2160 - 927K
  • protosyntheticprotosynthetic Posts: 126

    And my god, does it hit hard with Stonemason's stuff.

    UF8.jpg
    3840 x 2160 - 1M
    Urban Future 2.jpg
    3840 x 2160 - 963K
    Streets of Utopia.jpg
    3840 x 2160 - 726K
  • estheresther Posts: 625

    I think, if i was using a big scene with lots of transparent surfaces, I would not toon those using sketchy but somehow render in layers and use a photoshop filter for the background maybe.  I'm not sure yet, as i'm still figuring it out.  

    So there is no script that could just select out the transparent bits to not apply the sketchy shader and no updated sketchy yet?

  • estheresther Posts: 625
    edited July 15

    those images look amazing!  Did you apply the UV shaders to some of those materials in the scene?

     

    Post edited by esther on
  • protosyntheticprotosynthetic Posts: 126

    esther said:

     

    So there is no script that could just select out the transparent bits to not apply the sketchy shader and no updated sketchy yet?

    2 options: If you want the transparent surface to reflect, use normal glass or liquid. If you want the toon lines to apply to the transparent surface but don't exactly want it to be a reflective surface, you can kick the transparency down.  I've got a scene that I'm working on where I did the latter, but I haven't rendered it yet.

    As for the UV shaders, yes. The cables, railing, signs, and graffiti decals.

  • protosyntheticprotosynthetic Posts: 126

    protosynthetic said:

    esther said:

     

    So there is no script that could just select out the transparent bits to not apply the sketchy shader and no updated sketchy yet?

    2 options: If you want the transparent surface to reflect, use normal glass or liquid. If you want the toon lines to apply to the transparent surface but don't exactly want it to be a reflective surface, you can kick the transparency down. If you want both, you're again going to have to play with geoshells.  I've got a scene that I'm working on where I did the latter, but I haven't rendered it yet.

    As for the UV shaders, yes. The cables, railing, signs, and graffiti decals.

  • estheresther Posts: 625

    I don't need the toon lines everywhere because after I render, I can use images produced by linerender9000 to overlay a few more lines onto my image. eg for eyes, i would rather not have the toon script apply.  In fact, come to think of it, it would be handy to have some script or method that only applies the tooning to the non-transparent parts of the scene and also not to the teeth as they would look too black.

Sign In or Register to comment.