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All this comes from the work with the flying ship. I posted it time ago in Vimeo.

Well, autodesk seen to be interested or something but, they came to my home-


town and leave. Better. I took time rewacthing the globe and came to a conclu-
sion that it can be made painting in 2d you can find in museums, severe pages
like layer paint 2d or cg society, it can be turned into 3d in movement.

The first thing is the Material.

Was really, my leg got injured in a picni and had time alone in home away from
work. Bored, and playing with the fancy Slate material editor, started to layer
Inkpaint one over another. This is only for mental ray, as it have the "Material
to Shader" map and can put them on a Composite Map.

It migh be a bug of the program or so, but as each new layer, with the correct
"Layer Blend Mode" It looked to gain pureness, a richer colour. It migh be a pro-
gram bug that adds /bit deph to the material.. whatever.

The trick was simple. The colour scheme i needed was //GREEN// just... to check
up things. In design school i was told that green keeps luminance channel, so
thats the reason is the favourite colour for chromas.

I layered it like in the screenshot, anyway heres a brief.


Dark grey, almost black. And then, GREEN,BLUE, RED. You can stack in between
a analog colour, or better, an ink colour, Green goes with magenta, and the next
pack will be blue with yellow, cyan with red.

Arch and design mats seens to have a real luminance for objets rendered with
that composition. Whatever, the fun is with InkShader. In primary colours you
just could add a FallOff map on the alpha, in secondary, drag it and make em
inverse. You can make them stepped so it keep the steppnes of the InkShader.
Have fun blending them.
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For the first, it could run on the raster of the old Videopost inside 3D MAX.

Is a compound in layer effects system

The main control is the view screen and layer control


Just below we have tohe control to eXtract the commited objet to workusing
the old and familiar Objet ID

We eXtract with the button Extrac the selected objet(s) (nxt page) and put them
into a layer. In layer pannel we can show hide and a fancy /show all Hide all to
work with the objets.

One of the main features will be the layered render system (tweaked in ohter

Look! is here, a Objet ID


selector on a post system
inside the app
part, as we can render objets separatdly, and things such as shadows, being
rendered in a layer with o objets, so we can pick the alpha of an objet, Objet ID
alike and break with the brushes the objets alpha, and keep a clean render be-
hind the objet tweaked.

The idea of the artist filters is filters alike PS or so, and the option "Filter to
screen", "Filter to normal"

Another good one will be the strokes, with them you can pick z-buffer and defi-
ne a far brush, and a near brush so it shift in change of distance, and made pret-
ty coloufull (thats another one, tweak colour, the posibilities are huge!) painting
in movement.

Also draw a stroke of paint on a polyflow or a drawed unto geometry, like a


face, it can be done drawing a line unto the model wich define the stroke flow,
wich stroke? exactly, that nice Van Gogh paintigs gets alive.

Is the stroke wich get into a drw, but with an behaviur stroke, you can make the
stroke, the paint on the srface, get into movement on the... stars.

It would be nice a good atmosphere system, with z-buffer and strokes, the ro-
mantics paintings of the XVIII.
Usefull for drawings and/or comic. Just imagine the ability to draw the Line of
the inkshader directly on a vector objet, with clippling for each objet, even,
distnce from the objet or oclussion. So you can add on post a vector brush for
the line, even tackle modulation, thickness and so..

It could be interesting a layer for Paint of the inks shader. If i manage ot run a
plane colour scheme, get the drawing unto a vector splat of paint. Imagine ren-
der in 1280 px and take your drawing into a nice 8k cartel 300 PPP whit a low
resolution render. The future?

Imagine i have an objet, discomposed into vector layers, I can keep the outside
shape, following the alpha, and the inside, with, we could imagine our beloved
teapot, it have "noise" in the inside of the objet. We can pick the inside and
simplify the line, and for the color, well, it could be used a color pick system,
a window that show you the colours on the selected vecotored objet, and play
with them all.

Well, videogames and that. I know that tings are unto Post progrmas, but as
far we seen, this is a real Post directly unto MAX, so get a wash on the old lens
shders and use some pretty stuff, would be usefull and fancy for particles.

The layer system.

A layer system to keep the work clean, that would be primordial. Pick an objet,
extract, add the effects and save the scheme used for another objets. Lazy bas-
tards.

The colour correction panel.

Gonna explain one of my favourite tricks in PS/After effects

Is simple. I have a layer, the main one, then i duplicate it and use the "black and
white" and tweak the tones, then blend it into Multiiply, overlay, whatever. Du-
plicate again the main layer, on top, and use a guassian blur pretty strong, then,
blend it into add Trama? mode, and use the levels/Curve, and tweak to banish
the light on the dark areas.

Is well, a color correction panel, with modes, HLS, exposure, saturation, Low
MIds Highs, you know all the tricks.

is a problen nowdays with the Bit Depth.

Fancy Stuff (like the new text!) `

FallOff Camera.

I tough this will be an interesting feature, to add afall off to the light mamera
(a light camera would be nice, so you can shift camera light and lights in the
viewport, for example. Is complicated, just imagine a light or 2 attached to the
camera, omni, point, focal, whatever. You can control the light(s) with the ca-
mera have. For example, i can lock a light to a axis X or Y, and made them move
with the camra, if the camrra move left, it move light right, and so.

Layer render system.. that really depends on the render engine. So far, cant fin-
dd the way in mental or so.

Is simple. I have a Wall (yeah, just render separatly (doesnt have that the stu-
dios? well whatever) I have a wall, nice wall, and a character. Render the objets
separatly. I can render the wall, and keep the bounces, the final gather and
all that into memory, when i render on a second automated apass the charac-
ter, the bounces, the gather and that get into work with the character, and the
opposite, and the shadooww can be made from a nice quick pass. Reflections
and such could be a hell, one way is to keep on the Objet ID a new channel, Ob-
jet ID reflection? why not?

Lights

Stepped lights! For cartoon alike. I have a step in the diffuse of the light. Fun
thing. Intensity can be addet/substracted among lights, or even to keep the
light intensety as the same value, this is, step 2 keep the intensity of step 2 of a
mixed unto space light.

Another one. As we are working with a material, we can treat the light as a com-
posed layer over the material. An ambient light gives one solid colour, an SelfI-
lluminated mat, or like you can aprecciate of toon, have a non ligh based colour,
we can use blend modes into the light

Separated layer Objet Rendering

This is tricky. Gonna get the teapot. Imagine is Teapot Layer. If we add a rollover
menu with Reflection, we can assume it get /Reflect from the rest/ It just make a
whole pass and then a teapot pass with the reflection

Cast Sadow/Recive Shadow on the layer system. The idea is also to to get the
pass on other layer/render.

IERAKODOS
9-6-2017

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