Non-photorealistic Renders (NPR)

19091939596100

Comments

  • Oso3DOso3D Posts: 14,886
    edited January 2018

    It's remarkable that you can get toon shaded renders done in 3dl in less than 30 seconds, but I'm not sure that's going to impact the workflow of most users.

    Here's another result.

     

    Supermo Comic.jpg
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    Post edited by Oso3D on
  • scorpioscorpio Posts: 8,312
    edited January 2018

    ​Someone sugusted I posted this here.

    Iray render.

    Bold-Pastels.jpg
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    Post edited by scorpio on
  • Oso3DOso3D Posts: 14,886

    I love it. Very ethereal.

     

  • CrescentCrescent Posts: 319
    edited January 2018

    Here's a quick iRay cel shaded render.  It took me a bit to remember how to use Emission in iRay.  No postwork except compositing layers.

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    iRay2-Done.png
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    Post edited by Crescent on
  • CrescentCrescent Posts: 319

    Really nice.  I love the colors you used.  It reminds me of a lot of the fantasy art I grew up with.

     

    scorpio said:

    ​Someone sugusted I posted this here.

    Iray render.

     

  • tkdroberttkdrobert Posts: 3,532
    edited January 2018

    This is just an experiement with shaders, nothing special. What's cool about this is that the grass, tree, and ground in the foreground are IRAY toon shaders convered to 3Delight using the IRAY to 3Delight script that is available in the Freebie section of the Daz forums https://www.daz3d.com/forums/discussion/139326/irayto3delight-conversion-script#latest.  ; I realize the background doesn't quet fit, but it's just a filler.  Also, I added Michael 4's skin textures on top of the Visual Style Shader skin.  Like the last two renders, I used the 3Delight scripting method with postwork in Photoshop and Clip Paint Studio.

    Solder by tkdrobert

    Post edited by tkdrobert on
  • I'm glad you shared it. Shades of Roger Dean!

    What shaders did you use to achieve this. Is this Iray right out of the box or with any post-processing. It almost looks solarized.

     

    scorpio said:

    ​Someone sugusted I posted this here.

    Iray render.

     

  • Oso3DOso3D Posts: 14,886

    Another Iray render.

     

    Sakura Toon.jpg
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  • scorpio said:

    ​Someone sugusted I posted this here.

    Iray render.

    That is really stunning. I am very impressed by your color selections. The dimensions of the illustration make me think of those fold-out double albums from the 1970s. So it's like it would be in the record store in the progressive rock section. Makes me want to go pop some YES on the stereo and get on mellow.

  • wsterdanwsterdan Posts: 2,339
    Oso3D said:

    It's remarkable that you can get toon shaded renders done in 3dl in less than 30 seconds, but I'm not sure that's going to impact the workflow of most users.

    Here's another result.

    Best yet, very impressive! I'm probably going to have to buy it now...

    -- Walt Sterdan

  • wsterdanwsterdan Posts: 2,339
    edited January 2018

    Double post, sorry!

    Post edited by wsterdan on
  • wsterdanwsterdan Posts: 2,339

    Mighty Mysterio said:

    I'm glad you shared it. Shades of Roger Dean!

    My exact thoughts!

    Very, very nice!

    -- Walt Sterdan 

  • Oso3DOso3D Posts: 14,886

    My big problem with trying to do filter-based outlines has always been that the results are often too 'muddy,' with stippling all over the place; it ends up looking like a bad photocopy.

    Even over in 3DL side, the only really good outliner I could mostly depend on is LineRender9000 (I THINK ToonyCam can also do some solid stuff).

    I experimented with Material ID renders; render it out, then do Find Edges in Photoshop!

    Except, first, Material ID ignores opacity (so transmap hair is terrible), second, unless you take a LOT of time to carefully set up color values so that each border has the same color deviation, the line thickness is all over the place.

     

  • ArtiniArtini Posts: 8,773
    edited January 2018

    Another experiment in Unity 3D - applying Aubergines Toon Shaders to Lucas 8.

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    Lucas03sc01cut.jpg
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    Lucas03sc02cut.jpg
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    Post edited by Artini on
  • ArtiniArtini Posts: 8,773
    edited January 2018

    ... and after applying some filters in Topaz Studio.

    image

    image

    Lucas03sc01CaveDwellerII.jpg
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    Lucas03sc01DaVinciSketchII.jpg
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    Post edited by Artini on
  • ArtiniArtini Posts: 8,773
    edited January 2018

    ...after applying more effects in Topaz Studio.

    image

    image

    image

    Lucas03sc02ColoredPencilDrawing1.jpg
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    Lucas03sc02ColoredPencils.jpg
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    Lucas03sc02OldWestern.jpg
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    Post edited by Artini on
  • Worlds_EdgeWorlds_Edge Posts: 2,142
    wsterdan said:
    Oso3D said:

    It's remarkable that you can get toon shaded renders done in 3dl in less than 30 seconds, but I'm not sure that's going to impact the workflow of most users.

    Here's another result.

    Best yet, very impressive! I'm probably going to have to buy it now...

    -- Walt Sterdan

    Ditto - looks great!

  • This is my favorite of those you posted. There's something very natural about the water color effects that appeal to me. It's interesting how much older he looks in these images than he did in the first one you posted. I'm guessing it's mostly the POV and lighting that make his cheeck bones look so strong. Very nice approach on all of these.

  • Oso3D said:

    My big problem with trying to do filter-based outlines has always been that the results are often too 'muddy,' with stippling all over the place; it ends up looking like a bad photocopy.

    Even over in 3DL side, the only really good outliner I could mostly depend on is LineRender9000 (I THINK ToonyCam can also do some solid stuff).

    I experimented with Material ID renders; render it out, then do Find Edges in Photoshop!

    Except, first, Material ID ignores opacity (so transmap hair is terrible), second, unless you take a LOT of time to carefully set up color values so that each border has the same color deviation, the line thickness is all over the place.

    Once you get away from Photo-Realistic renders, it's amazing how short the render times can be. I routinely render images 4,000 pixels wide, and because I work in b&w in Poser 11, my render times seldom go over three minutes (and that's for scenes with lots of backgrounds – I often get single-figure renders completed in under a minute).

    Having to set up materials to get uniform line widths sounds almost impossible. What about using flat lighting to get a render with just outlines, then switch (or add) other lights to create the shadows? you could then combine them in Photoshop or GIMP.

    LineRender 9000 is a great product, btw. I was using it for outlines until I switched over to Poser. I think the product is great and, once you master its nuances, could yield great, consistent results.

     

  • kenmokenmo Posts: 895
    Oso3D said:

    Debating which style I like better.

    Leaning toward the stippled/second one...

    Nice!!!

     

  • magicjavamagicjava Posts: 152
    edited January 2018

    What a great thread! The art is amazing. 

    Here's my small contribution. The look was obtained using Visual Style Shaders and Manga Style Shaders. No post-processing (other than adding the word balloons).

    https://www.daz3d.com/visual-style-shaders

    https://www.daz3d.com/manga-style-shaders

     

    Screen Shot 2018-01-08 at 8.09.28 AM.png
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    Post edited by magicjava on
  • @magicjava Nice! If I may make a small suggestion? I would highly recommend setting the eyes to use 100% White Ambient to remove the shading. It would really sell the anime look. :D

  • tkdroberttkdrobert Posts: 3,532
    edited January 2018
    magicjava said:

    What a great thread! The art is amazing. 

    Here's my small contribution. The look was obtained using Visual Style Shaders and Manga Style Shaders. No post-processing (other than adding the word balloons).

    https://www.daz3d.com/visual-style-shaders

    https://www.daz3d.com/manga-style-shaders

     

    Which product gave you the outline effect?  If it was VSS can you tell me what your setting are?  I've been playing with those settings fior a long time now.

    Post edited by tkdrobert on
  • magicjavamagicjava Posts: 152
    edited January 2018

    @magicjava Nice! If I may make a small suggestion? I would highly recommend setting the eyes to use 100% White Ambient to remove the shading. It would really sell the anime look. :D

    Thanks Nathan, but that's the new Sakura 8 model. Her iris and pupil take up 90% of the eye. There's not a lot of white space there.

     

    Edit: I misunderstood you. I tried the white ambient and you're right, it does look better. Thanks.

    Post edited by magicjava on
  • ArtiniArtini Posts: 8,773

    This is my favorite of those you posted. There's something very natural about the water color effects that appeal to me. It's interesting how much older he looks in these images than he did in the first one you posted. I'm guessing it's mostly the POV and lighting that make his cheeck bones look so strong. Very nice approach on all of these.

    Thanks. There are a lot of filters available in Topaz Studio.

     

  • ArtiniArtini Posts: 8,773
    edited January 2018

    Below are my another trials - this time with some of the filters available in PD Howler.

    https://www.daz3d.com/pd-howler-11-1

    First, just a bare render from Daz Studio.

    image

    Couple02pic01.jpg
    1280 x 1080 - 238K
    Post edited by Artini on
  • magicjavamagicjava Posts: 152
    tkdrobert said:
    magicjava said:

    What a great thread! The art is amazing. 

    Here's my small contribution. The look was obtained using Visual Style Shaders and Manga Style Shaders. No post-processing (other than adding the word balloons).

    https://www.daz3d.com/visual-style-shaders

    https://www.daz3d.com/manga-style-shaders

     

    Which product gave you the outline effect?  If it was VSS acn you tell me what your setting are?  I've been playing with those settings fior a long time now.

    The outline effect is done using Manga Style Shaders. Here's the steps:

    1) Select a model part and make a Geometery Shell for it (Create/New Geometry Shell...)

    2) Select the surfaces of the Geometry Shell and apply MS - Geometry Shell Outline to them.

    3) Repeat the above steps for each item you want to have an outline. In the sample picture I posted, there's a shell for the main Sakura figure, another for the hair, another for the glasses, and another for the shirt.

  • ArtiniArtini Posts: 8,773
    edited January 2018

    ... and then after applying some filters in PD Howler:

    image

    image

    image

    image

    image

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    Couple02pic01BrushStrokes.jpg
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    Couple02pic01CrossCont.jpg
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    Couple02pic01GPenCrayon.jpg
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    Couple02pic01Kuwa5.jpg
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    Couple02pic01sobel01.jpg
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    Couple02pic01WoodCut.jpg
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    Post edited by Artini on
  • @tkdrobert @magicjava Just so ya'll know, there is a better version of the Geometry Shell Outline shader available for free in the official Visual Style/Manga Style topic (first post).

    https://www.daz3d.com/forums/discussion/10961/manga-style-visual-style-topic-update-sept-23rd-2017-fixed-dropbox-links-commercial/p1

  • tkdroberttkdrobert Posts: 3,532

    @tkdrobert @magicjava Just so ya'll know, there is a better version of the Geometry Shell Outline shader available for free in the official Visual Style/Manga Style topic (first post).

    https://www.daz3d.com/forums/discussion/10961/manga-style-visual-style-topic-update-sept-23rd-2017-fixed-dropbox-links-commercial/p1

    Of course, it's the product I don't have.

This discussion has been closed.