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Cel-Shading Experiment
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Cel-Shading Experiment // Work in Progress
Post by Liger ZERO // Mar 29, 2008, 7:20pm
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Liger ZERO
Total Posts: 124
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I started a cel-shading experiment with trueSpace. With my last WIP I did a cel-shaded scene and got some great results. The 2 biggest things I wanted to work on for this experiment were shadows and specularity. I want a higher level of lighting then what I was getting with U|V toon. So I tried compositing different items/layers together. So with 7 layers I was able to get a vary unique cel-shading look with trueSpace. I ended up rendering this scene a few times to get all the layers I wanted. I took about 5 hours to render this 180 frames. But it came out nice. I hope you like it. C&C welcome.
Heres the video. Video is a quicktime .mov. |
Post by trueBlue // Mar 29, 2008, 7:44pm
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trueBlue
Total Posts: 1761
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That is really neat! Wow 7 hours? I wonder if a shader could be created for realtime scenes. There is a few basic ones in the library. |
Post by Jack Edwards // Mar 29, 2008, 9:09pm
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Jack Edwards
Total Posts: 4062
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This looks great! Only improvement would be a little bit better anti-aliasing. :jumpy: |
Post by hemulin // Mar 30, 2008, 1:12am
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hemulin
Total Posts: 1058
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That is really impressive! 7 layers you say; that must have taken a while to composite. :) |
Post by Liger ZERO // Mar 30, 2008, 9:10am
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Liger ZERO
Total Posts: 124
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Thanks for the comments.
Here are some samples of a few of the layers I used. I have a diffuse, cel color, specularity, shadow, Ink outline, and 2 post process layers. When I get it in a scene I will also add a reflection layer. After rendering all the layers I then take it in to After Effects and composite them together. There are still things I can do to make the render processing more efficient and less time consuming.
I agree Jack it does need some better anti-aliasing. I think the problem is with the post process shader I used for the glow of the lights. Hopefully I have a few tricks up my sleeves to fix that. |
Post by Jack Edwards // Mar 30, 2008, 8:09pm
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Jack Edwards
Total Posts: 4062
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It's great work.
I agree with trueBlue, though. I'm betting that real-time shaders could be made that would achieve this effect for you with a .5 sec/frame render time. It could be worth taking the time to learn the real time shader system. |
Post by TomG // Mar 31, 2008, 5:20am
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TomG
Total Posts: 3397
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Very nice look! The layering approach is similar to the one used in motion pictures, I remember seeing this in a Star Trek book where it took a load of layers and photo passes (I forget how many, 10 or 15 maybe) for, say, the DS9 space station - this was a physical model too, and they'd make several camera passes with different lights, or no lights to get the glows from windows, then another for the glowing parts of the power generators, and so on and so forth.
Would be interesting to see how close to this you can get in real-time - even if you still render to layers (though would be nice to remove that), you'd still get much faster results due to the speed of rattling out real-time frames compared to offline renders :)
However it looks great even now - I already want to see the pilot episode!
Thanks!
Tom |
Post by Liger ZERO // Apr 2, 2008, 7:56am
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Liger ZERO
Total Posts: 124
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Thats cool Tom I did not know thats how they did that for star trek.
It would be cool to get this in a real-time shader there's just a few problems. First I'm using Motion Studio For the animation. I don't have a problem using tS animation tools it just I'm comfortable with MoStu. Also I have no clue where to begin with making a shader. I looked at the manual but i just don't get it. When using tS 95% of my time I spend in the model side. (I guess old habits die hard.:)) But I'll look into moving this over there because there is a lot to gain.
I had a little time to test a different way of rendering this scene. Instead of rendering the scene 6 times I found a way to only render it 4 times and get the same results. With the PSD output I was able to still retain the different layer for post process work but only need to render it once for 4 of the layers. Also I found a better way of rendering the light glow with out the aliasing. With all that its about the same amount of render time but less work for me for setting up different layers. |
Post by Liger ZERO // Apr 17, 2008, 9:11am
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Liger ZERO
Total Posts: 124
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Here is a little up date. I created a pilot for the ship. I don't know how I'll be rendering her. I think I will probably just have her as a standard cel-shaded character. It should keep the scene looking animated. |
Post by Jack Edwards // Apr 17, 2008, 9:17am
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Jack Edwards
Total Posts: 4062
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Don't forget to enter her in the MMC contest! :jumpy: |
Post by DblQt // Apr 17, 2008, 9:47am
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DblQt
Total Posts: 9
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Very nice. Which renderer are you using. Would you mind putting a small tutorial together?
Cheers,
Dbl |
Post by Liger ZERO // Apr 18, 2008, 6:34am
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Liger ZERO
Total Posts: 124
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Don't forget to enter her in the MMC contest!
I might do that. I did not even see this months MMC.
Very nice. Which renderer are you using. Would you mind putting a small tutorial together?
Thanks. I'm using Lightworks and u|v toon to render this. If you need the u|v toon shader you can get it here.
http://emmanuel.asset.free.fr/tsxarchive/index.htm
I was planing to make a tutorial for my website after I'm done playing around with this scene. I'll be going over how to get these results with that shader. So hopefully soon I'll be able to put that tutorial together. |
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