Non-photorealistic Renders (NPR)
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Having trouble replicating the exact style I had above on other scenes (which seems par for the course with filter stuff), but I got a result I'm happy with here:
I ended up using PWToon to get the precise starting image I wanted, because the one issue I still run into NPR with Iray is 'even lighting.' 3DL ambient works much easier for this kind of look. (I MIGHT try Iray Sketchy again and blow out the lights, since the sketch effect isn't directly light-based)
Also used LineRender9000, again, to add some crucial fiddly lining.
Someone pointed out the lighting looked weird and sure enough the fershuggin headlamp was on.
Here's the even betterer result without stupid headlamp.
great result on this one , it would be interesting to drop the contrats for the distant lines - does Studio render out a depth pass? someties you can use it with a "screen parameter' as a layer in post to make distant objects less contrasty
Thanks Tobor! I'm a traditional painter (acrylics) who paints in a semi fauvist style - with the belief that a good artist sees 'less' than the general public ( as opposed to the common belief that artists see more) . In my digital work - illustrations - I feel that there should be a narrative (ie they illustrate a story) and so they need to be easier to read as far as the story elements are concerned - so the goal was indeed for it to look like a hand drawn illustration - thank you for the compliment.
algovincian wrote
Thanks Greg! I;ve been watching this thread for a while and admiring you work from afar. It's part of the reason I started with Studio - though I still don't have a workflow and have no clue in scripting !
Hi Artini, when the window comes up tick update and full render and drag the window so it's really large and you will be able to see what you are doing!
They are AMAZING aren't they!? I LOVE them! :D He has is own shaders/algorithm that creates those insanely cool images. :D It's a work of many years and a lot of frustration. They really are the best, most realistic NPR renders I've seen.
Yes! That's really AWESOME! Never see that in any PRO Products! ..and I buy a lot uh! I think he must think to make one for Iray too and simply sell ! :)
That's awesome!
Many of us have attested we would gladly purchase... Too bad it's not a sellable system/product due to complexity. Or maybe he can make it simpler some day.
Another few experiments with the crosshatch thing.
For the curious, I've been primarily using FilterForge's Crosshatch Drawing, which is amazing. Among other things, if you switch off all the crosshatching, it does an AMAZING job at outlining objects properly, with a line that's not weirdly perfect like you often get from filters.
Combining that with LIneRender9000 (at least sometimes, the Tavern didn't really need it)
thanks for that I'll check it out.
And again with the Tavern. The thing is, for a good woodcut style, you really don't want too much fiddly details to appear, or it looks... weird.
In this case, I removed all the Bump that was making such delightful but unwanted extra touches, and I think it hits the mark better.
And my favorite so far. The original version I did of this was one of my favorite renders, because I just find it... cute.
But now? It looks like a page from a children's book. Love it.
Nice work Mr Timmins! Very storybook feel.
Here's my attempt to do something in the style of a husband and wife team named "Duginart". You can see their work here http://duginart.com/gallery.html.
This is my first genesis render :)
Thanks for the tips. I have just rendered Darkwarld with it.
I went with a slightly different style in this case, using Photoshop's Dark Strokes as underlying look, then LineRender9000's lines on top.
Looks nice, Will. Combining the two work well.
@Artini Darkwald looks great with that style. Also, reminds me that I picked that up awhile ago and still haven't done anything with it.
Here's another with the main style. I found that I didn't even need to use any of the extra lines, it's just straight out Crosshatch Drawing @FilterForge, which is rapidly becoming my favorite thing.
http://willbear.deviantart.com/art/Flowing-Hair-Crosshatch-672104076
(Mild nudity, so just the link)
I enjoy Iray (and the hardware acceleration), but there is a lot of HDR processing involved throughout the entire process which really accentuates the graininess of Iray's output. This, along with the fact that the depth canvases (again, used extensively) that Iray produces do not take into account any transparency whatsoever pretty much put the kibosh on the idea . . . doh!
- Greg
Just discovered Dreamlight's Light Dome Pro-R product also does multipass rendering that you export to Photoshop where you can adjust one of many layers for light, shadow, depth, fog, background, etc.
Wow! Very nice.
Thanks, Knittingmommy and firewarden.
Frankly speaking, that was also one of my first renders with the set, too, and I like how it came out.
It looks like, I need to spend more time in Carrara rendering with Toon and NPR settings.
Love these! Definitely perfect for children's book illustrations!
So after this render took ONE FULL DAY and a few hours to finish for some reason, (on a CPU only Windows laptop), it was still grainy and I ended up just painting over the whole thing by hand in Photoshop. Then I did a comic-booky looking version... I love the retro-sci-fi mod look of the sixties and was going for that...
I really like postwork better than rendering. Postwork is relaxing with my Wacom tablet, setting up everything and lighting in Daz Studio is still stressful and frustrating for me. I may go back to Poser for a while, but now I have TONS of IRay and DS only products... I think if I had a computer that could render with a GPU it would be a lot less frustrating, and looking into NVIDIA external boxes for my Mac if anyone has info on affordable boxes. So far what I've found is way too expensive...
Oh, depth canvas doesn't take into account transparency? hmm.
Maybe I should revisit my distance shader.
It's been a long time since I looked into it, but my understanding is that it is solely geometry based, and doesn't take into account any cutout/refraction maps.
- Greg
I had briefly worked on some height and distance based shaders, but gave up because height shaders are easily replicated with a simple Iray Decal projection, and, at the time, I assumed distance canvas would do the job better.
But hey, maybe I will work on WTP4.
What do people think?
I'm thinking halftone approach has a cleaner look for a more scifi/futuristic variation, while the crosshatch suits a more fantasy/historic/storybook style.