2020-8 LTH Tutorials: Cartoon style render ( Arnold + 3Ds Max )

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hello hello and welcome to the last tutorial of this series where we're going to look into soul shading again and how we can render out this kind of cartoonish cel-shaded visuals and this time we're going to look into 3d studio max and Arnold render engine both of them are free to use for students so the student licenses are free I believe it's for three years so that should be quite handy for for most of you so the first thing that I did was I just downloaded on al it exported my 3d model that I've done in tutorial number seven so I've exported it as obj and just imported it into 3ds max nothing more than that I believe I chose not to export any textures whatsoever so this is just pure mesh and you can see 3ds max can handle this mesh quite quite well that in issues I believe it's as you see here yeah that's seven million polygons so that's quite quite good okay let me turn that off so first of all placement of the geometry and composition right so since I've covered it the last time and in the last tutorial I will not be covering it here I will just do some some random camera angle and mostly focus on the rendering technique itself rather than composition so the first thing that I'm I want to fix here is the pilot pivot pivot is the pivot position right as I've imported this geometry you know you can see that my pivot is set to zero and it's going to be awkward to move and rotate my geometry if I wish to do so so to fix that I just select my geometry I'll go to the right hand side corner where the menu on the right hand side corner and I click on click on her he button right here then I choose pivot pilot pivot I don't know how to pronounce that affect pivot only and then Center to object and then I take affect pivot only option so now my my movement arrows are going to be right in the middle of my structure which is kinda nice nesting next thing I'm going to do is I'll just find a nice angle to work with let's go for something like this and I'll just create a camera from this this particular review later on I can of course move the camera around right so once I've found the angle that I want I just go to views create standard camera from view we're not going to use physical camera which is just standard so you can see on the left hand side camera 1 and camera 1 target target was created and I can choose I choose it from here so now the next thing is setting up the Arnold render right so even though Arnold comes in with 3ds max by default it's not the default Max's render at least to my knowledge it it's not so the first thing that I'm going to do is I'm going to set it up so that everything that I render out is rendered through Arnold to do that you either hit f10 or you go to rendering render setup and this menu is going to pop up so all of your render settings are and by default for me it's a Artie it might be arnold ray-tracing renderer but I'm not sure I don't know what this does the first thing that I'm going to check or not check or change here it's going to be instead of production rendering mode I will change they'll change it to active shade mode so that all of my my render updates automatically as I'm rendering it out so active shade mode here it's it's same thing as interactive render in theory for I know renderer I will change this one to Arnold perfect and now I have all of the different settings that I I can play around with here actually let's just hit the render button see what happens there we go it took it a while but now it's rendering I'm running a 4k resolution screen so it's going to be a bit smaller than I want again it's rendering it out let me stop it for a second I want to change a few things right so you saw there that and and of course here that my first of all my render is red or my shape is red and that means that it has some sort of inherit material attached to it and you can kind of see it here on the right hand side I want to get rid of that right so I'll go to material editor and the shortcut for it is just pressing the M button um material editor this one works in a similar fashion as grasshopper this so it's a node-based editor and I'm just going to create a quick tone material for my for my shape right so let me just maximize this and I will be using search by name here in the top left quite quite a bit right so I will just be creating a tool material so if I type in tune I can see two options and since this is again since this is a 4k screen on a laptop its clamping down clamping the names quite quite poorly well yeah that the one that I want is just called tune and I can see that it's maps are not surface right so I just click and drag it into my main screen like so now I have my toon material here the thing is that it it's a map it's not a material right so I need to change this into or transfer a map onto some sort of a material and I can do this by using map to material map to material node like so so Jack just drag-and-drop and I can just connect my tune to my texture map input like that simple let me minimize this so you can minimize the nodes by just clicking on the top right corner of any node so I just minimize it like that minimize this guy I just have to material and map or tune map and then map to material here let me go back here select my job it's already selected right and I'll just apply this this material so you can apply by if I select my geometry and in 3 years max viewport and I select my map to material node here in the top left corner there is assign material to selection button so I just click on that and it just simply assigns the material I'll close this for a bit so that we don't have too much stuff in on on the screen and you can see right now my structure is gray and that material is inherited if I click on render yeah every time when we try to render it out it's gonna take a while because it needs to import all of the vertices or the whole mesh into the temporary memory so since the mesh is really big it's gonna take a while so I'll try to constantly render it and wood without real rendering it over and over again okay so what can we change here first of all the background is black actually I want it I want to have full control over the background so let me go to Arnold renderer up here that's an that's again and I if you either press f10 or you go to rendering where is it render setup right here so it's all of your render options so in the Arnold renderer tab here I can change a few things so the first one is I want to have the outlines right I wanted to have that edge information shown in my render and that one is filtering type right so if I just scroll down here you can see filtering and by now it's set to Gaussian if I change this to contour I'm not sure if I need to rerender this though let me just check yeah problem let me rerender it since we're changing the filter type hmm that's strange well see if there are some other options that we'll need to fix before this starts working moving on I do not want to have any like real-life camera exposure control in my scene so all of my light sources should generate or the way I look at light sources they should be flat and so there shouldn't be any many additional manipulation of the light values within the camera or the scene itself so I'll go to environment tab here I'll open the environment settings and here I will choose instead of using physical camera exposure control I'll use no exposure control like that so you can see immediately this doesn't get burnt burnt out anymore still wondering why is it why does it not give us any lines but we'll see we'll see so that's just the one thing no exposure control here next thing is the light well actually let's create a light source because right now we don't have one so let me close close so I I just closed all of them settings let me click the P button be short for prospective zoom out let me just create a light right so you can do that by just going to the right hand side corner here create tab then light sub tab here and instead of photometric we use Arnold and we just create Arnold light right before we start creating it I will change a few settings so or one setting so instead of what type which is a rectangular light and 3ds massery in theory i will change it to distant which is like a direction of light and in in theory and then I can just simply drag it out like so no idea where it's placed it's like that so let me just select both of these move them somewhere closer slightly higher just so that it's easier for me to later on control it something like that and let me just move this guy up to get a nice nice angle something like this actually can we just get some shadows here if I right click on the default shading I assume or instead of standard sorry I assume I can enlighting in shadows I can illuminate illuminate with scene lights like that okay so at least that gives us the information that we need let me change this to camera view but you can do that by clicking the C button or not let's try again yes if you click the C button it's going to give you them the camera view if you have more than one camera is going to then ask you which camera do you want to jump to so back here let's see the fall shading facets okay lighting in shadows shadows on please ambient occlusion off okay that seems to be okay so at least now I can get a little bit of information here it's not great though yeah let's let's just use standard here like that and instead let's just render render it out so I can just click on this hard to see but on this teapot with the play button say icon on top of it I can click on that to start rendering the active sheet in active sheet mode again okay so that's what we get I'm not bad but could be better let me go to the top view a little bit and change the light angle to be almost parallel to the camera angle or maybe we can yeah we shouldn't do that maybe we can come up really hard to grab it there we go maybe I can switch it around like that so the camera is looking in top view the camera is looking towards top right corner and the light is shining towards bottom right corner that should make up a pretty interesting light condition yeah that's okay that looks that looks good okay let's move on so we have our our lighting being rendered and it's very low resolution again that's due to the size of my of my screen let me just change this render setup common I'll change this I'll change the height to 720 pixels by 1 4 4 0 like that let's see it looks like yeah that's a bit better okay let me close this or actually maybe I should I'll leave it open just so that you see how things change as I as I work with them so now background right I want to have a different color for the background I don't want it to just be black I'll go to my Arnold render tab I'll go to scene environment sorry I'll go for background back plate and instead of scene environment I'll change this to custom color I'll change the color to blue let's render again let's see if that helps rearend during it okay that works so that's blue let me actually just change it to some sort of a gray color here that's not too much then you have here enable lighting and reflections right this is would you like to sorry would you like to reflect stuff off from the environment and now we would not right so we disable that we render again okay so this is what we're getting now that's good but there are some instances where the light is kind of bouncing around and it's producing this kind of a grey like a gradient effect and I want to get rid of that as well and also it's a bit too sharp so the first thing I'm that I'm going to do I'll go to Arnold light I'll click on in the top left corner I'll click on modify and this is for every geometry this is where you modify stuff I'm sorry for every object this is how you modify stuffer or options for every object now I'll scroll until I see intensity and exposure and here I'll just change the exposure to one and that should be yeah that should be good enough let's see activeshade render yeah that works so you can see here that we're getting there but it still it still has some additional unwanted things like that that that are there from the how the physical cameras work and how reality I guess works so we need to get rid of those before we do a proper toon shader so I'll go to my render options window which is rendering render setup I'll go to Arnold and here let's find depth limits this is how many times the light bounces around as it hits different surfaces right so I want to reduce this to back to zero right so the light doesn't bounce at all with cartoon-style renders you never have this kind of a bounces of light okay that's good so now what we have here is we have the shadow part we have the midtown part and had the highlight part but the problem is that this is too many tones right so we're working with the full gradient between grays and and and then blacks maybe even better would be for me to show it with a sphere so let me just hide the mega-structure for a bit I'll just jump to perspective view let me just quickly create a box and sphere on the box that top step obvious it's above select both of these I'll just apply the material to it [Music] come something's fishy here but we'll take a look at that later so I just applied the material and if I render no it actually works here but if i I render you can see here that that gradient right that's especially noticeable on on soft objects so we need to clamp that we need to clamp that to highlight mid stone dark color right no no gradients and we can do that in the material editor so the shortcut for it is M let me just place this one here kinda here so in material editor let me expand or not expand or double-click on the tool material we have a bunch of settings for it right so the first one is edge which is just basically you can change the color of the edge we can change the tone map of the edge which is you can think of it as a overlay color or multiply color on top of of the original one so if I have this one set to be white and the tone map said to be red then nothing changes right but if I have this because it's it's overlay or like a in Photoshop you have multiply but if here I have it set to blue hmm that's strange it should change no anyway this it doesn't matter usually you just stick with black right here you have a capacity edge with scale so you can scale it up like four times why does nothing update this Merriwell will be will be working with edges later then for edge detection this is you know when does it decide that it should draw the edge and you this is this is fine as it is and there are of course much much more options here the one that we want is base color and based tone map right so for base color I want to change this to let's say red right so just changes it - yeah but it's like my diffuse color becomes red or gray or whichever doesn't matter based on map is if I have this set to brown and tone map is set to dark gray yeah forgot for the tone map we actually need to have a ramp here sorry I'm blabbing so for base color for now let's just experiment with something that's brown right and for tone map I need what's called and tone map is the one that we're going to use to clamp down the colors so for tone map I need a material or or a map and the one that we're going to use is called RGB or or sorry ramp ramp RGB so you just search for it find it find it drag and drop it in and then to connect it to a proper input all you need to do is just drag it like in grasshopper and as you hover over the material it will expand and then you just find based on map and connect it there so virtually right now nothing changes because there's there's you know like a default ramp here so it's exactly like how grasshopper not crazy print this is not crazy how 3ds max renders it out by default so this one doesn't do anything now if I were to say okay we're right now at point zero which is the black one right and let's position is zero zero zero if I were to change the point one then we're at this end of the spectrum and its position is one point zero and I can actually move it move its position in the words like that and you can see as I move it the highlights get clamped to a single color but that's not not good enough because there is still a gradient here and basically I wouldn't just need to move it right right to to here to be able to clamp it so point zero and point one should be at the same position which is not ideal for me so instead what I can do is I can change the interpolation value instead of using Catmull wrong I can use constant that's weird wait let me stop the render for a bit and just work with these so for some reason this one got locked let let me just try and redo this RGB connect - or is it based on map double click on it and the interpolation constant there we go for some reason now it works so if I have it done like that this is just going to be pure black right because everything gets clamped to the black tone but if I go to point number one which is at this right-hand side of my ramp and I just move its position just slightly to the left and just keep moving it you can see that now I have full control over where that shadow is going to or that highlight is going to be clamped at which you know light value I can also create a new point for this ramp by just double-clicking like that and then selecting that point so right now it's point point one point zero and then point two so I will just select point one like that and I'll increase its value right so I'll just make it mid mid gray so and I can play around with its position as well right so you can do something like this which is really nice so now you can see here that we have full control over where we have our shadows where we have our mid-tones and where we have our highlights there is one more thing to to work with in this case and that's the overall colors right so my base is beige this kind of a brownish color and let's see my light source is something warm right so my light source is not just white light but it has some warm warmth to it so if I select my point number two and here for the value I choose something that's active red right it will overlay it will color my beige color with that particular overlay color right so I can choose it to be let's see more yellowy then for mid-tones I can choose to have you know my my default mid-tone color so just gray and for dark darker tones I can choose to have some sort of a dark blue color so now my my shadows are not completely black anymore which is really nice and I can play around with this until I find a color that that that works for me mmm-hmm maybe the meta tones should be a little bit just a little bit darker like that so now my shadows receive this kind of bluish tint and my highlights received this kind of yellowish tint maybe let's do more thing yeah let's go for more orange tent like that and my mid-tones are just gray meaning they don't affect the base color at all so we have that working for us that's super let's see how it works with our mesh right delete delete zoom out where's our mega structure let's go to your camera just in case I'll assign material to my mega structure just just to make sure that you know it updates properly let's just see active shading on or activeshade render yep and that's the geometry that I get for some reason I am getting proper outline proper outlines but I'm not getting any lines for the whatchamacallit the interior like any any interior band lines I'm not getting those so first thing that I'm going to check is what what kind of geometry do we have here just editable poly so that's clean that's fine so I assume it's something with my toon shader let me double click that and let's let's check what we can see so edge detection right let me see if what happens if we change change the shading normal to geometric normal yeah doesn't that doesn't help at all so she it back to shading normal what if we use higher UV threshold okay so it's not the UV threshold but rather it's the angle threshold so angle at which it will straw start drawing the lines so if I change this to something like 15 degrees you can see that most of my lines are are going to be drawn so that's perfect right so now it's kind of working so all I did need to do was for it edge detection just to say that angle threshold is 15 for silhouette I will enable it first of all I will see slit width scale should be like 2 so the outline that this let outline should be a bit thicker what else everything else here is fine of course the line thickness changes according to how big the render is because it's all in pixels so it's all proportional proportionate proportional but we will take care of that later specular base so I'm just minimizing things that I will not be changing for now so edge color that's fine to unwrap is fine yeah all of that is oh okay edge detection that's fine so that base transmission yes Sheen and emission color and so so you might want to work with emission color as well but that's that's for something that's atmospheric a little bit more atmospheric and so on so if you just want to have one overlaying over the whole thing that do you need a ramp for it so let me just how do you copy it again let me just grab a new ramp connect it to ratchet we just connected to a mission color just to show you change this to constant again move this let's say one values now it's out receiving with C 1 value it's starting to become crashing so I'll just change one of the values to be blue and the other one to be think just to see what what what will happen render it out and I believe that we will need to work with yeah it doesn't update so we would need to work with opacity of the where is it of the base where is that pastor of the base or base wait I don't I don't remember that solve so many settings here but it's basically we don't care we just want you to have a very basic shader for this guy which we do have there is one more thing that I would like to add and it's C minimize that go to perspective mode rotate it around just to see how it looks like so this kind of geometry I don't want to add any more like work detailing or anything like that because it would be quite a overkill just by looking at it the nicer angle you can see how how many lines it produces especially in areas such as these right here so we definitely don't want to we don't want to create any more the line work here because it would be way too much but just to just to show you let me again let me just stop the hide the renderer I mean hide the structure just go to the settings for some reason it says that it's it's rendering even though it's not this doesn't matter let me just create a box oops bigger one a box and again a sphere so if these two I'll I'll be able to actually show you what I mean let's add material to them same material just render them okay so you know simple same same render or not summary render but seams and qualities as we've seen before and what if I want to add some additional line work in there I can do that by just selecting what kind of texture I'll be using and I have I've just created this with the chase placement software so I'll be using this kind of a texture and I can just drag and drop it into my material editor which will just create this bitmap for me and basically what I want to do is I want to generate a bunch of lines from from my bitmap right so if I were to double-click on this guy just snap it in there it's a bit smaller and if I go to edge detection here you can see there's this mask color option which means we can use some additional we can use some sort of alpha mask or some sort of a mask to generate more lines on top of the already existing ones right so if I just connect it to my mask color input here like that ooh that's a little bit too much but that's the tiling problem of of this particular geometry or of this particular object so I'll just be changing the UV W mapping for for both of these so I'll select them I'll go to modify tab I'll go to modifiers list and I'll just find and all the datas you know just straight up and and then 3ds max on the right hand side I'll change I'll choose UVW map from my modifier list and here I can change this to box mapping like that and I believe hmm that's strange why doesn't it let me is it because it's rendering let me close the render Oh does it doesn't let me change okay let me try and change the size of the gizmo it's been a while since I used 3ds max so I don't remember that all of the different options of it okay so changing gizmo seems to work but that's like a short and not a short cut with them a workaround why can't I this America basically after you apply a UVW map the box map you go to you expand it right you go to gizmo and then you choose scale and just scale it up right and I would suggest at that point render rendering and just scaling it until the size of it kind of fits with what you wanna see actually let me make the smaller smaller okay something like this what she have it working that's it then you can go back to your to your Maps or or to your material editor and for instance in the bitmap I can go to output of it and I can specify where is it is it the clamp I don't remember anymore no it's not yeah let's just go for enable color map and then you can play around with the intensity of the map itself and if I were to make it less or more intense I would have less or more control over the overall line work you know what's being read as lines and what's not honestly maybe it will be even better like we would have more control with UV threshold let's see if I increase this one here now that one doesn't care okay so it's just that and of course right now which with all of them how do you say that right now with the image being quite quite small and all of the edges having a loc'd thickness to them it's it's a bit of an overkill but if you start playing around with render setup sample pixel filter if you change this to you with off one and then rerender you can see here that you can you know you can get much thinner much nicer results and then you can but the thing is the smaller this value is the longer is going to take to render so keep that in mind alright and that's honestly like with these tools you can get away with so much you can use instead of using a bitmap you can use a noise noise texture or noise map and then you can create these kind of irregularity this kind of dance you can use a noise map for for the surface color and create these kind of spots of discolored on the surfaces and so on so there's a lot of HM there there is a lot of manipulation that can happen here I've just shown you the pure basics of it for you to start be able to start working with it and move out from there move forward Angus from there so now it's up to you to do what what you wanna do I will be continuing on this video without any commentary just as as per usual preparing just just preparing the visuals for for the intros intro screen so you can take a look at that and also I'll be playing right now I'll be playing a video that we've done for the past semester like the last autumn semester a video that was done in exactly this approach we have 3ds max so that you can get an idea you know what's possible and what what you can do with it so this was the last tutorial of the series let me just quickly press play here so that you have something to look at this was the last tutorial of the series we will be I will be doing of course many more tutorials in the future but for now there's going to be a short break where the next video that we're going to have is going to be of I review video for my students so you can check it out we're basically going to talk about the elements used for the marching cubes script that we've done and the students had to design and then we I'm just going to fill in the gap between the tutorials with some fun side projects and fun videos or orphan experiments that I've been doing over the period of past few months so so keep you keep an eye out for those but for now thanks for watching and bye [Music] [Music] [Music] you [Music] [Music] you [Music] [Music] [Music] [Music] [Applause] [Music] [Applause] [Music] [Applause] [Music] [Applause] [Music] [Applause] [Music]
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Channel: Gediminas Kirdeikis
Views: 7,713
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Keywords: grasshopper, tutorial, anemone, ca, lecture, 3d printing, cura, printing, 3d, rhino, lth, gh, loop, marching, cubes, marching cubes, mc, toon, vray, toon material, cell shader, cell, anime, cartoon, shader, material, hard, surface, hard surface, hardsurface, modeling, generative, generate, simulation, automatic, beginer, simple, easy, quick, example, examples, fast, topology, topological, topo, topos, optimisation, optimization, topological optimization, milipede, millipede, karamba, miliped, milliped, structure, voxel, render, v ray
Id: SMURjuzkpL4
Channel Id: undefined
Length: 60min 43sec (3643 seconds)
Published: Sun Feb 23 2020
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