More Non-photorealisitic Renders (NPR II)

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Comments

  • Hi...these bunch of  screenshot my PWToon setting to getting smooth render 

    I hope useful for you . Feel free to tweak- enhance  and make it better

    Thanks 

    NOTE :
    This render use two lights , AoA distant light with 75% intensity and 192 192 192 as color  and AoA ambient light with 25-30% intensity and also 192 192 192 as color . I think you can use equivalent lights if you dont use AoA light sets

    For render setting , All parameter Default except changes on : Max Ray Trace Depth set to 1 and Gain set to 1.2 

    For main figure outline ,I`m using Geoshell and the rest using outline from pwToon 

    SmoothToon_NoPOst.jpg
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    skin.jpg
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  • 3WC3WC Posts: 1,108
     

    Days Gone, pages 4-5

    This looks really cool. Just one suggestion, take it for what it's worth. The letter spacing looks really W I D E to me, like twice what it needs to be. I think it would be improved by condensing it. :)

  • 3WC said:
     

    Days Gone, pages 4-5

    This looks really cool. Just one suggestion, take it for what it's worth. The letter spacing looks really W I D E to me, like twice what it needs to be. I think it would be improved by condensing it. :)

    Thanks for the comment. You are right about the letter spacing and I probably will tweak it down a bit. Thanks for reminding me to do that. It does need to be a little wider than normal, though because the first printing of the comic is set for pages that are 5.5 x 8.5 inches (letter size folded in half). I need to make sure the lettering is large enough to be read at that size and one aspect of that is having a little extra space between the letters and the words. 

    I'm seriously thinking about having two versions of the comic: one for the small printed size and one for the larger, normal comic size. That would let me tweak the lettering to be a little more appropriate for each size.

    Thanks again for reminding me to do that.

  •  

    Since it's been a while since I've posted anything new, here's something I don't think you guys have seen, yet. Here's a WIP page from my comic DAYS GONE, and it includes my thumbnail sketches at the bottom. Before I work on a comic, I completely sketch it out on typing paper to get the general pacing down. This stage is VERY rough and loose. Then I sketch it a second time, this time on a page with the proper comic book dimensions pre-printed on the paper. This forces me to really think about panel shape and story flow. Again, the artwork is still super rough and I have lots of little notes scattered on the page to remind me of what things are, and things like motion or effects (or in one case, that a big blob of shadows is the cavern wall). 

    I typically do not paste the thumbnails into Manga Studio (aka Clip Studio Paint)  because I have a binder with all the sketches (and I have scanned them into a PDF that I can easily open). But, in this case I was participating in an online Webinar about visual storytelling and I wanted the other participants to see how I built from the thumbnails into the final panels, so I merged them.

    In this scene, the hero is having a crisis at the top and is going into a monologue. This takes place across the top of the pages.

    At the bottom, Nirona the Fairy is having fun going on a "shopping spree" throughout the treasure trove. She is flitting about picking up pieces of treasure, then quickly discarding it as something else catches her eye.

    ================

    The top panels are still roughs. I need to clean up some things. For example, in panel 2, his hair should be hanging down more from his face to show that there is gravity in the scene ;-) Also, in panel 2 I need to finish postwork on the dragon. On a previous page I show that the dragon is missing a claw, so I need to add that detail here. Also need to add a cut or two to the hero. And in panel four I probably need to draw in his nipple so that you can better figure out the odd twist I have in his waist. As it is, I don't think the navel and the uppper body look like they are lining up properly (they are, but I just have that odd twist in his abdomen so, without the nipple to serve as a reference, it looks odd). Oh, and the background of the top panels needs a little work: This is about what it's going to look like, but I want to increase the resolution of the sketchy lines so they appear smoother.

     

    UPDATE: Maybe I'll just delete the navel in panel 4? I think that would solve everything.

     

    Anyway, I look forward to your feedback. Keep in mind, it's still WIP.

    Days Gone, pages 4-5

    Awesome BW setup and  those  line from poser ? Wow ..thats great !!

    Thanks! Yes, the linework comes directly from Poser Pro 11. The “Live Comic Book Preview” was introduced with vers. 11 and is available in both the base and pro versions.

    It has several cool features, including:

    • Different material groups can be assigned different line weights
    • You see exactly what’s happening in real time when you tweak the lights (unlike rendered solutions where you only get to see what happens after you render the image
    • The renders are FAST (I can render a 2500-pixel wide panel in about 1 minute
  • mmitchell_houstonmmitchell_houston Posts: 2,484
    edited April 2019

    Here's a note about the lettering on my pages. I know that ALL CAPS is the norm for comics, but these days Sentence case (just capitalziing the first letter of the sentence, like we do when we write or type, is slowly gaining ground. Although ALL UPPERCASE is still the norm, Marvel Comics does use Sentence Case on its books Unbeatable Squirrel Girl and Moon Girl and Devil Dinosaur, just to name two mainstream books that have switched to sentence case.

    Just thought I'd toss it out there for discussion.

    Post edited by mmitchell_houston on
  • HeadwaxHeadwax Posts: 9,989
    edited April 2019

     

    wsterdan said:

    image

    This one is absolutely exquisite! All of your recent picts have been inspiring, but this one really stands out to me. Very, very well done!

    -- Walt Sterdan

    thank you very much Walt :)

    Post edited by Headwax on
  • HeadwaxHeadwax Posts: 9,989
    edited April 2019

    sorry double post! gah

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  • HeadwaxHeadwax Posts: 9,989

    Here's one worked up @mmitchell_houston  and the precursor without post at the bottom. I used about 5ive different types of render passes from carrara dand worked on them separately then combined them, Not sure if the beauty pass contributed at all in the end

    There's also the King of The Mice without post - It's noggins rat added to genesis - the hair is Carrara - the rat head is slightly morphed - the daz mouse doent have a working mouth from memory - but he appears in the first post of the carrara NPR thread. I was trying to get a pencil effect with the Kind and the dancing rats buit could have gone the colour way. Photodonut and PS elements are the main weapons. I'd highly recommend spending a month with Photodonut.... There's hidden gems amongst the chaff. 

    image

    Thanks for the tip about the rat. I have only done a few things with the House Mouse (I think it's mouth does open, though I honestly don't recall). But I definitely like this figure better. It has a more classic illustration look. Thanks so much for posting one of the original renders for each of your . I think it's fun to see just how vibrant the colors are in contrast to the airy lightness of your final results. Although I really like the look you have achieved, I've been wondering a few things about the geometric edge outlines generated by Carrara.

    1. Are you using them in these pencil sketch illustrations?
    2. Can the outlines be thicker?
    3. Can you have different thickness outlines in the same render? Some heavy and some thin?

    Your work has definitely put PhotoDonut on my radar, that's for sure!

    thanks for that :)

    !

    1) Yes

    2  and 3) Carrara has a third party toon plugin (now free) - you can chhose the width of the outlines and also wethere it does lines on different  shader domain's edge (? brain infarct at the moment) - (it also has an inbuilt toon filter which is handy)

    I use it to cxreat lost and found edges by judicious erasing and opacity - also inverting it and using it with screen parameter5 can knock back certain dark lines underneath 

    3) Yes, but you need to combine two renders of different out lines width 

     

    Carrara has other types of passes you can extract line work from and also guide the hatching (not cross hatrching) in photodonut with - if you get a chance to play with carrara seriously I can give you a  walk through - but by the look of it poser does the hatching natively

    Carrara depth pass is also suprisingly handy for generating differnt line widths if using Topaz simplify - not fine lines but outlines

    iI havent tried it on the object pass but I am sure you can get usable lines from that as well

    - as with most things its the set up of the renders with later handwork in mind which is important  - humans are better than machines as far as 'art' goes.

    also worthwhile looking at the shadow passes and the ambient occlusion ones for the b and w work

     

    here's another go of the same subject with photodonut working on/with a few of carrara's render passes - sorry tonot answer sooner been on hols

     

     

     

     

     

  • vrba79vrba79 Posts: 1,408

    It still needs just a bit of tweaking, but this dzDefault+Postwork combo I'm cooking up is nearly ready for a public tutorial release.

    Hi...these bunch of  screenshot my PWToon setting to getting smooth render 

    I hope useful for you . Feel free to tweak- enhance  and make it better

    Thanks 

    NOTE :
    This render use two lights , AoA distant light with 75% intensity and 192 192 192 as color  and AoA ambient light with 25-30% intensity and also 192 192 192 as color . I think you can use equivalent lights if you dont use AoA light sets

    For render setting , All parameter Default except changes on : Max Ray Trace Depth set to 1 and Gain set to 1.2 

    For main figure outline ,I`m using Geoshell and the rest using outline from pwToon 

    I'm geniunely curious as to what advantages AoA lights have over regular lights, when using something like PWToon.

  • It still needs just a bit of tweaking, but this dzDefault+Postwork combo I'm cooking up is nearly ready for a public tutorial release.

    I would love to learn about your approaches since all about cel/Toon/Smooth Toon always my thing

    I'm geniunely curious as to what advantages AoA lights have over regular lights, when using something like PWToon.

     

    I`m just tinkering and see if tool I`ve used behave like I want or react with my simple logic LOL

    First of all , I have very limited knowledge about how Nagic math behind shader and lighting in Daz Studio . So I`m not sure if I can give you proper and correct answers . And since I`m in process to reformat my HD I cant give you sample images , but I`ll be posting those render test after everything is done .

    There are things which at I think AoA light sets give me leverage than another light sets 

    1. Tagging Features and Alternate Primitive Shadow
    For tagging I can choose which item or materials I need to lit up or not . Sometimes I found some shader setting already Ok on its own but not OK (washed out/color shifted) when I did global lighting adjustment .

    Meanwhile Alternative Primitive shadow although only slightly makes differences but for Toon or Cel Shading I tend to get simplified shadow shapes . Thats mostly  useful for Hair shadow in figure`s face  - nose - Cloth or something like that 

    2 . Ambient lighting and For More define shapes

    Lately I`m doing experiment to find solution to speed up my workflow to create NPR images. And one of the trick I found was using proper and finished background images to start with . I`ll  be showing you in another post about how using Finished BG images can help you to get faster and better result without too much tinkering in Daz

    Because of that method above , I need to have global light rig to makes my scene render closely at possible with my BG image. AoA Ambient light help me to get in there . Sometimes with AO on or OFF

    My pwToon setup mostly depend on Rim features .  AO function (at least for me ) help me to get better spread color /paint look in both main diffuse shading and Rim Bound . Another plus is to redefine slightly beveled  or curved geometries shape which sometimes lost because most Toon Shader tend to work in Ambient domain 

    Thanks for asking 

  • HeadwaxHeadwax Posts: 9,989
    edited April 2019

    "Two Pines in a Yellow Forest" nominally 13 x 10 inches

    Post work on multiple Carrara render passes - depth pass for the atmosphere - Cover Pass for the line work etc

     

     

    image
     

    Post edited by Headwax on
  • HeadwaxHeadwax Posts: 9,989

    image

     

    Carrara render passes combined for Carrara Challenge
     

  • HeadwaxHeadwax Posts: 9,989

    Caustic Groover - base render derived from present Carrara challenge. 

     

  • image

     

    Carrara render passes combined for Carrara Challenge
     

    Fantastic !!!

  • This my first  test render for G8 on PW Toon and Default DAZ outline render 

    Nothing fancy Postwork  except stacking outline render  - overal color adjustment (HSL-Selective Color and Color Lockup ) and give texture overlay via layer FX . 

    G8Test.jpg
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  • juve_satrianijuve_satriani Posts: 138
    edited April 2019

    Finaly bought Poser although I`m not sure to using as main NPR generator  at least until getting new machine .

    RIght now its very slow in my laptop . But the Comic book preview features is awesome  .  I Hope someday DAZ Studio will include something like that . This Quick test for Comic Book Preview render and give it bloom in PShop

    PoserLinePOSBT.jpg
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    Post edited by juve_satriani on
  • ArtiniArtini Posts: 9,477
    edited April 2019

    Just found the free RENDERBOX - Post Processing asset at Unity. It contains many different effects.

    Below are sample renders, with 2 different effects, made with it.

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    Post edited by Artini on
  • Artini said:

    Just found the free RENDERBOX - Post Processing asset at Unity. It contains many different effects.

    Below are sample renders, with 2 different effects, made with it.

    image

    image

    image

    image

    Those wonderful Render !!

    I wonder about learning curve in UNITY and machine requirement to get smooth experiences with it . Would you share your knowledge about bring DAZ content in unity especially for produce NPR renders/images

  • ArtiniArtini Posts: 9,477
    edited April 2019

    Thanks. Unity game engine (Personal Edition) is free, if your yearly income is less, than 100000$,

    so the best way is to try it for yourself. Unity asset store contains a lot of free and paid content.

    The above renders used paid contents from Synty Studios (POLYGON - Adventure Pack) and also their free Renderbox Post Processing profiles.

    This time I have used older LTS version of Unity 2017.4.25f1, because of the usage of Unity Post Processing stack version 1 (also free).

    To bring DAZ content to Unity, I export items from Daz Studio as FBX and then tweak materials in Unity.

    There are many tutorials on exporting from Daz to Unity, for example:

     

    Post edited by Artini on
  • tkdroberttkdrobert Posts: 3,553
    edited April 2019

    Robotech: Super Veritechs

    Robotech Super Veritechs by tkdrobert

    Post edited by tkdrobert on
  • vrba79vrba79 Posts: 1,408
    tkdrobert said:

    Robotech: Super Veritechs

    Robotech Super Veritechs by tkdrobert

    Oh BABY!

  • tkdrobert said:

    Robotech: Super Veritechs

    Robotech Super Veritechs by tkdrobert

    Awesome Render !!!

  • tkdroberttkdrobert Posts: 3,553

    Thanks guys.

  • ArtiniArtini Posts: 9,477
    edited April 2019

    Playing with different effects from Renderbox post processing on POLYGON - City Pack in Unity. Also used Jiffycrew Cel Shading.

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  • Oso3DOso3D Posts: 15,015

    My Oolong + Cold Fusion, pwtoon.

  • ArtiniArtini Posts: 9,477
    edited April 2019

    Chinatown - https://www.daz3d.com/chinatown in Unity.

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  • tkdroberttkdrobert Posts: 3,553
    Artini said:

    Playing with different effects from Renderbox post processing on POLYGON - City Pack in Unity. Also used Jiffycrew Cel Shading.

    image

    image

    image

    Nice

  • ArtiniArtini Posts: 9,477

    Thanks, tkdrobert.

     

  • ArtiniArtini Posts: 9,477
    edited April 2019

    Mars Habitat - https://www.daz3d.com/mars-habitat and Atlas - https://www.daz3d.com/atlas-for-genesis-8-male in Unity.

    Stonemason's items are easy to import to Unity, looks great and are easy to apply mesh colliders, so one could walk on them.

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  • tkdroberttkdrobert Posts: 3,553
    edited April 2019

    Robotech: Ace of Aces

    Robotech: Ace of Aces by tkdrobert

    Post edited by tkdrobert on
This discussion has been closed.