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pay someone to develop various toon shaders!

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Message 1 of 26
jonedvardk
1442 Views, 25 Replies

pay someone to develop various toon shaders!

arnold-toon-shader-tutorial-1.jpgcalder-moore-scifi-elevator-fin.jpg6t5lhekx2y131.jpg

good day -

i have been interested in learning arnold and the toon shader for 3ds max. however, the bulk of the tutorials curretly out there for using c4d.

i was curious if anyone out here was familiar with both the toon shader setup and also running 3ds max. if so, i would be willing to pay someone to create a scene with some basic toon shaders to go (along with a camera and some lighting..) i mostly work with exterior environments - fyi.

it would be great to get a ready-made scene for both using and also so i can study the setup for future use! especially lighting too..

any takers? if you're able to create my request - please send me some rendered examples of that scene before payment perhaps! 😉

lastly to admins - i hope i haven't breached any protocols!

i am attaching a few examples i've seen online that are more or less what i am needing to learn.

i'm not rich folks - but i am offering $100 for a ready to go scene! 🙂

cheers!

jon

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25 REPLIES 25
Message 2 of 26
madsd
in reply to: jonedvardk

I can fix up a scene for you that will render like the image with the 3 and 4 on, no problem.
We can also write some custom OSL tools to simplify moving parts.
Ill return with something tomorrow.

Message 3 of 26
jonedvardk
in reply to: jonedvardk

that's great mads - thank you. lloking forward to it!

Message 4 of 26
madsd
in reply to: jonedvardk

Hey, I build this 3&4 shader this morning.

Since then, I have been working on killing JDisplacement standalone app 🙂
You see, these greeble things from c4d are actually not procedurals, they are maps.
So I inspected the Jdisplacement application and its now on the table and Ill write an OSL shader that does everything Jdisplacement does and more ( ofc )
I mean, why use texture when we can code a shader that does the same, ALSO, we can work in world space and in a volume shader even.

Ill pop something for you in a day, I need to work some more on upgrading what the c4d setup offers, we dont just want to copy this look we want to improve the tools and flexibiliy.

Message 5 of 26
jonedvardk
in reply to: jonedvardk

all very good news and highly appreciated. osl shading is well over my head so this great news.

can't wait!

Message 6 of 26
jonedvardk
in reply to: jonedvardk

about a week back - i began with these tutorials on toon shading.

Arnold Toon Shader Series | Part 1 | Breaking down the Toon Shader

however, all the work was instructed with c4d - and in many places - i was getting very different results in 3ds max. i had attempted the tutorials several times thereafter and just finally gave up!

so that led me to uploading this post..

again, much apprecited!

Message 7 of 26
madsd
in reply to: jonedvardk

You can see here my initial test, I Implemented Manhattan voronoi just a single layer. So and since we work in world space as well as whatever space, we can make edges of mesh have flawless seams since we are not working in UV space.

The small dotted points and the larger irregular pattern splats seen on 3&4 are also volumetric and need no UVs or anything from the mesh, we simply just setup a cube field and it is as simple as building a polygon, anywhere, in any angle and we get nice uniform chunks of "whatever"

In essence we see intersections of irregular volumetric hardsurfaces. You have to imagine the entire universe is populated with intersecting random straight edge voronoi finite elements and we simply trace the very point these "boxes" touches the surface which is why it looks neat and fine on the pedistal. There are no distortions, no scale issues. the construct simply just samples these interseting voronoi shapes a different place in the volume than the floor.
Hope that makes sense.

The manhattan voronoi is just 1 out of many types of greeble tendencies we can layer, so what you see is a banal technical example.


This worksflow is completly impossible with JDisplacment.
(ill send over a scene tomorrow with JDisplacement maps however, with the shadow edges as seen in my gif, the irregular splats, the dots, and then you can take it from there, its very easy, the only thing that takes a bit of work, is to sit and flip around these bitmaps in UVW space, so the right details apear on thin edges and so forth but that should be logic already. )

Stay tuned.

4664-vvvvv.gif

Message 8 of 26
madsd
in reply to: jonedvardk

Attached a zip file with the max file and texture.

- You operate the "sun" like normal, change direction and the tracing of the shadow will follow, note angle is 0 on sun to avoid penumbra and increased edge size detection.

There are some mixing tricks in here, adding things into the shadows correctly and using things to bias inputs.

I added 2 custom OSL nodes, the manhattan voronoi and a FBM Smoke which helps producing certain artifacts.
The larger splats on the surfaces is generated with detecting spheres intersection with surface ( exactly like the mahnattan voronoi in a 3d field ) - and then distort their uniform looks with an irregular perlin noise.

I trust this covers most of the basics of the 3&4 shader.
Use the bitmap nodes scale to scale the texture, and use the UVW map modifier gizoms to move texture coords around to get different patterns going on misc assets.

With that I'll look at making JDisplacement look like a very unattractive and outdated application down the road.

( open the noodle fullscreen )

Note, all these nodes can be compiled down to just 2!
an arnold node, and a master Toon shader you just plug in? and EVERYTHING is set up completly automatically.
The power of OSL.

Note you can easily comp the layers, or overlay them, I put in both examples in the file, this way you can make the large splats either sit on top of everything, or simply just be added up and blend in, you got full control. that is up to you.

If you got some issues understanding the blending.
Well just say, then I can add in another OSL node that makes it very simple where we simply use a Layer node and stack all the bits and bobs like a photoshop documents.


4670-qweqweqwe.jpg

4669-qweqwe.jpg

Message 9 of 26
jonedvardk
in reply to: jonedvardk

ok - very cool. i 'm about to run out for an errand - but i will check this out as soon as i am back. i'll hit you up later. thanks mads!

Message 10 of 26
jonedvardk
in reply to: jonedvardk

one quick issue however - and that is that i am running max 2019. could you downsave?

Message 11 of 26
jonedvardk
in reply to: jonedvardk

holy sh*t - these nodes look frighteningly complicated! lol

Message 12 of 26
jonedvardk
in reply to: madsd

i've noticed here you manaaged to create a contour line for the shadows as well!

Message 13 of 26
madsd
in reply to: jonedvardk

You can disable segments and see how the things are added in while having Active shade running so you see changes live.
If you get completly stuck we can look at simplifying the noodle, we can put everything in a single node more or less.

Message 14 of 26
madsd
in reply to: jonedvardk

Message 15 of 26
jonedvardk
in reply to: jonedvardk

looking forward to it. if you manage to downsave the file - i'll give it a go! i'm running max 2019.

Message 16 of 26
madsd
in reply to: madsd

I could make a video going over it, if you would like that. show how to go about adjusting and keep adding in custom uvs for misc items and position them, its realy easy once you get it!

Message 17 of 26
jonedvardk
in reply to: jonedvardk

sure thing - if that's not asking too much! you've managed to put in some time on this already. and as mentioned - i am willing to pay for a scene ready to go as i would like a template to use on some projects coming up!

Message 18 of 26
jonedvardk
in reply to: jonedvardk

got your file - will take a few minutesto go over. 🙂

Message 19 of 26
jonedvardk
in reply to: jonedvardk

okay - scene is up. i am having to run an afternoon errand so i will dive in more thoroughly later today. i was too damn excited to wait and had to just look at the file!

eventually i would like to build a library of these toon mats for quick access - like shown here:

https://www.eyedesyn.com/product/cel-shader-studio-for-cinema-4d/

so once i get a handle on your material setup - i can get started.

one last thing - for an emissive materials - which i know i'll definitely use - i'm assuming that's rather straight forward. more on that later perhaps!

lastly - send me a shout via email at jonedvardk@gmail.com...

Message 20 of 26
madsd
in reply to: jonedvardk

The refference with the 3 and 4 on does this, so I just implemented it.

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