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Jón Kristínarson avatar image
Jón Kristínarson asked ·

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

shadertoonerrorlightingscene
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Mads Drøschler avatar image
Mads Drøschler answered ·

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.


vvvvv.gif (255.3 KiB)
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i've noticed here you manaaged to create a contour line for the shadows as well!

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

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Mads Drøschler avatar image
Mads Drøschler answered ·

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.



qweqwe.jpg (452.2 KiB)
qweqweqwe.jpg (42.6 KiB)
toonblegh.zip (1.9 MiB)
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so looked again at the file. if you can manage the time - a video demonstrating the setup would be really appreciated & helpful! right out of the bat - my render is such below.

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exp-001.jpg (36.9 KiB)

Your scene scale is different than mine, this is why JDisplacement is anything but sexy.
You need to scale the uvw maps.

Also explained how to look at it.
Dont be afraid to experiment.

Video going over it.

https://www.dropbox.com/s/72d99usk9ieiqm9/2019-09-29%2018-23-01.mp4?dl=0

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Mads Drøschler avatar image
Mads Drøschler answered ·

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.

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Mads Drøschler avatar image
Mads Drøschler answered ·

Also, seperating edge width, here I just put random edge on the splats, and left gem trace edge not be picked up.
Its no problem to seperate everything out and control it in whatever way you like.


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Mads Drøschler avatar image
Mads Drøschler answered ·

Another kitbash, this one generates the opposit result of the first one, it filters out everything outside the general splotch/splat plamages and just prints the greeble inside them.
This Layer node is available here:
https://github.com/gkmotu/OSL-Shaders/blob/master/Layers.osl


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okay - how does one copy the formulas via github into an osl shader? this is new territopry for me.

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Save to some place and load

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Jón Kristínarson avatar image
Jón Kristínarson answered ·

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...

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Jón Kristínarson avatar image
Jón Kristínarson answered ·

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

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Jón Kristínarson avatar image
Jón Kristínarson answered ·

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!

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Jón Kristínarson answered ·

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

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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.

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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!

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

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Jón Kristínarson answered ·

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

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