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Gilikshe renders: playing with shaders
Posted: 01 May 2013 11:30 PM   [ Ignore ]   [ # 16 ]
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Sorry! I can’t avoid play with brush and oulines

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Playing with shaders

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Posted: 02 May 2013 05:01 AM   [ Ignore ]   [ # 17 ]
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Yes, they all are looking nice, but the last one looked like a good hand inking which was what caught my attention on it smile

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Posted: 02 May 2013 05:22 AM   [ Ignore ]   [ # 18 ]
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First composition. Others, several shader output for composition.

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Playing with shaders

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Posted: 02 May 2013 07:11 AM   [ Ignore ]   [ # 19 ]
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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.

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Posted: 02 May 2013 11:13 PM   [ Ignore ]   [ # 20 ]
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Gedd - 02 May 2013 05:01 AM

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

You refer to it…or I didn’t undertand?

 

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Posted: 03 May 2013 05:54 AM   [ Ignore ]   [ # 21 ]
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Yes, that one smile

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Posted: 03 May 2013 08:08 AM   [ Ignore ]   [ # 22 ]
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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.

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Posted: 03 May 2013 01:24 PM   [ Ignore ]   [ # 23 ]
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gilikshe - 02 May 2013 05:22 AM

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.

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Posted: 04 May 2013 02:12 AM   [ Ignore ]   [ # 24 ]
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Gedd - 03 May 2013 05:54 AM

Yes, that one smile

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

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Posted: 04 May 2013 02:47 AM   [ Ignore ]   [ # 25 ]
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BishounenTaurus - 03 May 2013 01:24 PM
gilikshe - 02 May 2013 05:22 AM

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.

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Playing with shaders

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Posted: 08 May 2013 09:29 PM   [ Ignore ]   [ # 26 ]
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Still WIP

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Posted: 08 May 2013 10:20 PM   [ Ignore ]   [ # 27 ]
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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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Posted: 09 May 2013 02:04 PM   [ Ignore ]   [ # 28 ]
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I don’t entirely understand how you are working this magic, but very much enjoy seeing your results! Thanks for sharing them.

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Posted: 09 May 2013 05:03 PM   [ Ignore ]   [ # 29 ]
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Jaderail - 08 May 2013 10:20 PM

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.

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Playing with shaders

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Posted: 09 May 2013 05:09 PM   [ Ignore ]   [ # 30 ]
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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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