Gilikshe renders: playing with shaders

GiGi_7GiGi_7 Posts: 777
edited April 2013 in Art Studio

I'm complete fascinated with the power of shaders to improve the scenes' look. Shader builder or shader mixer are excellent tools, saving money (until you become addicted to seamless resource packs :D) and giving flexibility in any render work. With an new PC which can support DS4.5, I feel that it is the moment to seriously try to advance in 3D. So, I go to use this thread to set my renders advances and general shader projects. Any opinion, advice or in deep criticism will be welcome, because these are a base to learning.

Post edited by GiGi_7 on
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Comments

  • GiGi_7GiGi_7 Posts: 777
    edited April 2013

    My first project in shaders is a toon shader. I began with very plane toon idea, but playing with UberEnvironment lights just give to this a interesant touch.

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  • DireBunnyDireBunny Posts: 424
    edited December 1969

    Nice. I really like the bottom one where shes got her fist in the air.

  • GeddGedd Posts: 2,444
    edited December 1969

    Yes, I like the top right and bottom left ones :)

  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    Playing with another configuration of UE

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  • Mamun771601Mamun771601 Posts: 1
    edited May 2013

    It's great to playing with shaders.

    breathalyser

    Post edited by Mamun771601 on
  • GiGi_7GiGi_7 Posts: 777
    edited April 2013

    Dire Bunny, Gedd and Mamun771601, thanks for your opinions :)

    Another thing to work is hair. With new hair type like LAMH and Garibaldi we have now the option to use more dinamic styles. My only problem is the outline part of my shader, this is weak in the hair. PWToon work better, but render time is too much long for a simple toon look. This an example with pwtoon in belovedalia LAMH hair and my own toon shader in the others surface.

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  • GiGi_7GiGi_7 Posts: 777
    edited April 2013

    More play with UE mixing with others lights and camera with DOF.

    Edit: Now examples with sky-environment corrected.

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  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    A WIP. Trying with toon and transparencies.

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  • GiGi_7GiGi_7 Posts: 777
    edited May 2013

    Another little experiment with composition, I'm searching for a nice look for above WIP.

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  • GeddGedd Posts: 2,444
    edited December 1969

    Is this last one a toon shader output, no post?

  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    It is a composition (post) in photoshop layers from three DS4.5 shader toon outputs.

    First image is toon plane output used in both two compositions.
    Second is lighting "toon" output for first composition, setting layer like darken at 71% of opacity.
    Third is lighting "toon" output for last composition,setting layer like Luz Intensa (Light Intense?) at 100% of opacity.
    Fourth is a version of first image with some shadow, setting layer at 37% of opacity.

    This four image are version from the same shader with differents values, using ubersurface light.

    I hope in the future achieve this procedure in shader builder for a direct shader without postwork aid.

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  • GeddGedd Posts: 2,444
    edited December 1969

    Gotcha. Well if you can't do it all in shader builder, if it follows a standard format, or formats with some variations that could be narrowed down, you could always make a script in Photoshop to automate the post

  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    Gedd said:
    Gotcha. Well if you can't do it all in shader builder, if it follows a standard format, or formats with some variations that could be narrowed down, you could always make a script in Photoshop to automate the post

    In DS4 mix layers is easy, opacity appear to be possible with macro "opacity". I also need good recipes for darken and other layer types, and see if it works in DS4.

    In case it cause me gray hairs without results, make it with scripts in photoshop is a great advice. :)

  • GiGi_7GiGi_7 Posts: 777
    edited May 2013

    Another, first, obtained by add the second to composition with opacity, blur and a layer type which I don't know translate to english :(

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  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    NOTE: Only images since # 9 are postwork. From # 1 to # 8 are a direct output in DS4 from shader.

  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    Sorry! I can't avoid play with brush and oulines

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  • GeddGedd Posts: 2,444
    edited December 1969

    Yes, they all are looking nice, but the last one looked like a good hand inking which was what caught my attention on it :)

  • GiGi_7GiGi_7 Posts: 777
    edited May 2013

    First composition. Others, several shader output for composition.

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    Post edited by GiGi_7 on
  • GeddGedd Posts: 2,444
    edited May 2013

    Very nice finished result. I appreciate you sharing these, as it gives me some ideas of how to approach it if I get to playing with this myself at some point.

    Post edited by Gedd on
  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    Gedd said:
    Yes, they all are looking nice, but the last one looked like a good hand inking which was what caught my attention on it :)

    You refer to it...or I didn't undertand?

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  • GeddGedd Posts: 2,444
    edited December 1969

    Yes, that one :)

  • Proxima ShiningProxima Shining Posts: 1,001
    edited December 1969

    Very nice images! I must undertake something similar, as soon as I am finished with my school duties, which now consume most of my time.

  • TheNathanParableTheNathanParable Posts: 670
    edited December 1969

    gilikshe said:
    First composition. Others, several shader output for composition.

    Wow, now that looks really nice. Do all of those renders use the same lighting? Because if they do, it may be possible to combine all of those multiple passes into one shader, meaning you'd only have to render the image once.

  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    Gedd said:
    Yes, that one :)

    Sorry, I removed it because I thought it was too much equal things in that post.

  • GiGi_7GiGi_7 Posts: 777
    edited May 2013

    gilikshe said:
    First composition. Others, several shader output for composition.

    Wow, now that looks really nice. Do all of those renders use the same lighting? Because if they do, it may be possible to combine all of those multiple passes into one shader, meaning you'd only have to render the image once.

    Thanks, but...
    Nope, same shader but differents lights and differents parameters in shader. Lighting: One Uberenvironment with two different maps in #18 (2) and (3), one free light from RDNA in #18(4). In #18(5) No lights.

    I think there is a way to compose in SL one uber with another light. Elegant solution may be scripting, but I'm unable to do daz scripts.

    Post edited by GiGi_7 on
  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    Still WIP

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  • JaderailJaderail Posts: 0
    edited December 1969

    I would so use the Shader and Postwork (if used) in these renders. I find these so nice and exactly what I would use when I get back to Comic renders. Any info you give would really make my day.

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  • IndigoJansonIndigoJanson Posts: 954
    edited December 1969

    I don't entirely understand how you are working this magic, but very much enjoy seeing your results! Thanks for sharing them.

  • GiGi_7GiGi_7 Posts: 777
    edited December 1969

    Jaderail said:
    I would so use the Shader and Postwork (if used) in these renders. I find these so nice and exactly what I would use when I get back to Comic renders. Any info you give would really make my day.

    Of course. Thanks for your opinion.
    The base is my own toon shader, still in development, but I suppose this can be done with some more steps with another toon shader and postwork.

    First image is not postworked, is the current output from shader with an uber light, omnifreaker DS preset "Set HDR KHPark", but map in color parameter was replaced with a lilac flowers picture. Shader have a parameter to change percentage of color light intensity, in the image it is set to 65%. But Without this shader something like this can be made, diffuse in surface tab set to white and change intensity light's parameter to a convenient percentage render it and next compose it in photoshop in layers with a plane toon shader without lighting. The uber layer with 30% to 50% of transparency, and some layer effect.

    Second and third image, instead, are different outputs from same toon shader with different lights, uber and not uber, in 100% or 500% of color light intensity, composed in layer in photoshop.

    I think I can do all in a shader, but it depend on it is possible to distinguish between uber light and others type of lights during rendering process.


    Outlines works in same way like bishonentaurus' outlines. Bishi-outlines are improved, so are better, also are free.

  • JaderailJaderail Posts: 0
    edited December 1969

    Thank you for the info. This is worth playing with, I'll get the free out-liner and play with it as well. Uber is a friend of mine I think I can manage some good test renders. Thank You again.

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