Non-photorealistic Renders (NPR)
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This is a line render (my thing) plus a shading render run through Fotosketcher (nothing fancier than 'make everything flat white')
I find that a good line render (whether 3dl or my thing or whatever), slightly blurred and applied lightly, can really enhance the detail that other purely filtering methods have trouble with.
This was mostly a test to see how well I could get the lining to work on a lot of flat surfaces edge on to the camera, which is where many systems fall down.
nice, looks like a photonpass out of carrara
Thanks, head wax.
Ok, one last picture. It's a page from a comic I'm currently working on. Be kind. It's a WIP.
I assume this works on any model, not just ones using VSS or MSS right?
Thanks for the feadback. Although, I might try it again with a different pose for Jean. The background is on seperate layers, so I won't have to do that part again.
Those steps should work for any model at all, even something like a sphere.
Edit: The full rundown:
So we have Visual Style Shaders (VSS), Manga Style Shaders (MSS), and Geometry Shell Outline (GSO) shader.
The GSO shader is just a newer (and free) version of Nathan's MSS. They both handle rendering the outlines. The little demo I did shows the steps for using the GSO shader. I'd say don't worry about the MSS anymore. It's just an older version of the GSO shader.
The VSS are Nathan's tools for giving models a cartoon-like appearance. Basically, every color you see in my avitar that's not an outline, eyes, word bubble, or background is from VSS. The skin, the lips, the hair, the glasses, and the shirt are all done using Nathan's VSS shaders. The VSS shaders are used on the model itself, not on the geometery shell.
So when you combine the GSO with the VSS, you get an outlined render that has cartoon-like surfaces.
Roger, that's what I thought. I'm going to try using the GSO on Jean Gray (using your default instructions. I might have screwed up the settings last time), which uses another Anime skin. I modified the body suit textures in Photoshop to give it a comic book look.
Free? When I checked it cost $20.00
https://www.daz3d.com/manga-style-shaders
Am I missing something?????
Pretty sure the GSO is only 1 part of what the MSS do.
Not sure what yoour reply is saying... I must be confused about all of this...
Just commented on your Ms Marvel on Renderosity... I must admit it's an incredible image...abd it displays much better on Renderosity then here... Are the images degraded here somewhat? Or did you upload a higher resolution....
Cheers
Ken
I've noticed that too. The copies I display in the forum are usually PNG. The copies on Rendo are all JPG. I thought PNG was higher quality than JPG.
Edit: Maybe Nathan can explain it better. The GSO gives objects an outline. Manga Style Shaders does other things like givin a render that Pop Art look.
Still working working.
I'm a little nervous, because at this point the tools do require people to make potentially a few different renders and then composite them to their liking. And I'm not sure people will tolerate something that's not a one click thing.
Color, shading, outlines. Potentially fewer if you just want lineart or shaded toon art or similar.
I mean, when I've worked with 3DL or other products, it's generally required a lot of work TOO, but people tend to gloss over the work involved with 'I can just have a toon output from X program!'
A lot of people want an easy button. It's the same way in my work. No one tool does the job perfectly, so I have to use many tools. New people leave my field, because there is no easy button. TV/movies are a big part of the problem.
Ok...thanks...so where is the link to the free GSO?
Cheers
Ken
Cool image...
https://www.daz3d.com/forums/discussion/10961/manga-style-visual-style-topic-update-sept-23rd-2017-fixed-dropbox-links-commercial/p1
The link on the original post, on page 1, under Freebies.
Just to try and avoid confusion:
Manga Style is a pack of shaders that aims to recreate the look of classic black and white manga. The standard shaders use the traditional edge_blend/fresnel method of generating toon outlines. The problem with this method is that the width of the line changes depending on how curved the surface is, and it doesn't work well on surfaces with hard edges (such as a sword, or a cube).
Manga Style also came with a bonus Geometry Shell Outline (GSO) shader, which is based off the videogame method of using an inverted duplicate of the mesh to render an outline. The amazing @GiGi_7 found out how to get the effect working in Daz Studio and kindly shared their knowledge with me, allowing me to include the shader in Manga Style as a little bonus in the hopes of making rendering clean outlines easier.
After the release of Manga Style however, I realised the GSO could do with some additional improvements. On top of that, I realised that the GSO works well with pretty much every toon shader out there (Manga Style, Visual Style, pwToon, daz toon, etc) and even characters using normal shaders like UberSurface, so I decided to release the updated version for free. The free version of the GSO shader is the most up-to-date version.
Anyways, I hope that clears up any confusion. :)
Thank you for the compliments.
Sorry its taken so long to answer your question
Its pretty much an Iray render there is post work but not that much, the background/sky is post worked the most.
The water is a wine shader preset from Mec4D with some surface settings altered the stones are using a shader from the Gems and Minerals For Rock Collection set.
The rest just uses Iray Uber with translucency set to high and the diffuse mat in the diffuse overlay slot which is set to about 50 for most things.
The girl has the emissive turned white and a low luminance setting, she was coming out to dark without it.
lighting was an HDRI set quite high and 1 ghost light on the girl.
This is the raw png render
@TheNathanParable, @magicjava, I was able to get the Geometry Shell Outline (GSO) shader to work last night. I have an idea what I did wrong before, but I'm not 100% sure. Anyway, I'm not finished with the render yet, so I can't show it. Thanks for your help. The tool will save me a lot of time in post work.
Hey folks, Happy (belated) New Year!
Got some things to share, 3 main characters for my comic (which is currently in editing process).
Wow! I love this!
Another attempt at Jean Grey
I'm brushing up on composition and color theory, so hopefully, my artwork will get better, Man I've forgotten so much stuff.
Thank you! I can remove it if it doesn't fit.
@Artini the fur one is really cool. Super weird but very cool. And I really love the last one.
Will, I really like the liquid effect its just right. And the sketch one is fantastic. I want to color it lol.
TKDRobert - really like the contrast on the second one.
Sammy_jr_mart this looks like it will be a very interesting comic.
Pretty sure I missed a couple, if I did I'm sorry!
Hulk Smash! Working on composition and color theory. I'll let you all judge how well I did. The good thing is that through experimenting on this, I developed a new work flow that may help me a great deal with my comic renders.
Tweaked it a little. Tell me which you like better.
@magicjava - thank you for the detailed tutorial/info re how to use the geoshell. The images you posted were very helpful.
I made this image layering a GSO render and an iraytoon shader render. I then fixed errors such as failure to put matts on the belt, lol. Painted over a bit, and added a tiny bit of line art. The rest is topaz filters. The background is not mine. My goal was to see whether I could achieve a manga style character with good outlining - which for the first time, I feel i did. Because I was just playing around and testing, I didn't have a particular story or image idea in mind. I regret that now because it would have been so much better with a real pose/storey behind it.