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robertoortiz
05-12-2018, 08:40 AM
Lets play a game.
Imagine you had blank canvas, and you could design super intuitive NON PHOTO REALISTIC tools for LW
NOT bound by ANYTHING that came before.
The only rules is that it would have to tak inspiration from the LOOK of CEL paintied animated work
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but also from
Watercolor
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Comic Book art
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&
Impressionist painting work
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So how would it look like? Well show us or Tell us.

ianr
05-12-2018, 09:21 AM
Robert Chris Scarfe's work shown on Lightwiki seems very interesting &
to be heading in a quick 2.5.mesh direction, I think a Auto Retopo' acting
on a self-learning vacumn former plug-in like a Supa Heat Shrink.p.
should give simpler & faster posable to camera models. Which like
Chris has done posed them by bones, so Poly count diminishes giving
+ two characters inter acting in Ogl in LW2018/9. But auto UV tools
& sticky attachment edited down the camera at point 2 point level
are top essential like the workflow in BMG Fusion. James Willimot
has viewed Chris's view points on Lighwiki, perhaps you all need a pow wow?

Keep me PM'd would you.

robertoortiz
05-13-2018, 05:53 AM
Robert Chris Scarfe's work shown on Lightwiki seems very interesting &
to be heading in a quick 2.5.mesh direction, I think a Auto Retopo' acting
on a self-learning vacumn former plug-in like a Supa Heat Shrink.p.
should give simpler & faster posable to camera models. Which like
Chris has done posed them by bones, so Poly count diminishes giving
+ two characters inter acting in Ogl in LW2018/9. But auto UV tools
& sticky attachment edited down the camera at point 2 point level
are top essential like the workflow in BMG Fusion. James Willimot
has viewed Chris's view points on Lighwiki, perhaps you all need a pow wow?

Keep me PM'd would you.

Yes please do contact me, I would love to help in any way I can.

vncnt
05-13-2018, 08:53 AM
When I think about Non Photorealistic Rendering I think about NPA or Non Photorealistic Animation.
Squash & Stretch to an extreme level without ruining or unnecessarily complicating the rig (animated Lattice tool?).

Many cell rendered animations look slightly boring to me because of the lack of this classic feature.

vncnt
05-13-2018, 08:55 AM
Animated 2D sketching

vncnt
05-13-2018, 08:57 AM
Onion skin in the viewport

Julez4001
05-13-2018, 07:34 PM
Render Passes, Light isolation, nodal shaders give you all that versatility right now in LW 2015 and LW2018.

robertoortiz
05-16-2018, 01:42 PM
I would like to see more WYSIWYG interaction bettie the objects and the scene. Maybe have the ability to set up using nodes a desired "LOOK" be able to "package it" and then be able to "cascade" that look down a scene.



i imagine being able to select on a scene different types of NPR looks for all the objects in a scene.
People could pic from pre made "looks" that could be customized on a per object basis after they have been selected.
I would imagine being able to pick looks like "NOIR", "WATERCOLOR", "LINE ART","MANGA", "IMPRESSIONIST"
IN OTHER WORDS:
Have my caked eat it too. Allow for basic users to be able to pic cool remade looks for scene.

ianr
05-29-2018, 09:21 AM
robertoortiz,
Hi Rob, Lo part of it has surfaced in this app

Unfold3d VSRS 2018.0.45

quote 'I think a Auto Retopo' acting on a self-learning'

So this is now reality on an April update ( my radar's getting better)

https://www.youtube.com/watch?v=nqHM8WRnSkM

Do give me Feedback PM me, cheers

Bernie2Strokes
05-29-2018, 11:40 PM
Years ago I read an article about some artistic rendering being researched by a university. It would simulate cross-hatching lines based on the amount of shading the scene has. But I don't recall exactly which website had it. The cinematic introduction in Street Fighter 4 might be what they're aiming for. The French studio that did Renaissance (2006) can do that stark B&W rendering already.

jeric_synergy
05-30-2018, 12:40 AM
Y'all might be interested in this look: http://www.liberty3d.com/2012/02/suess-shader/
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BUT, very sadly, the link to the extensive article has expired or been otherwise lost. :cry:

(later)
BUT, try this archive: 141889

Gungho3D
05-30-2018, 02:15 AM
Years ago I read an article about some artistic rendering being researched by a university. It would simulate cross-hatching lines based on the amount of shading the scene has. But I don't recall exactly which website had it. The cinematic introduction in Street Fighter 4 might be what they're aiming for. The French studio that did Renaissance (2006) can do that stark B&W rendering already.

Hey Bernie - is this the one? ... http://jot.cs.princeton.edu/

ianr
05-30-2018, 09:41 AM
Hey Rob see this141896

jeric_synergy
05-30-2018, 10:26 AM
Hey Rob see this141896

?? Is that 3dCoat?

gerry_g
05-30-2018, 10:48 AM
that is what was formerly known as Unfold and now is this http://www.polygonal-design.fr I use Modo which is good but this is in another class entirely

well I'm sure there is some logic to having two branding and two different sites, I wish I knew what it was though. https://www.rizom-lab.com

jeric_synergy
05-30-2018, 06:41 PM
Thanks for the info.

Bernie2Strokes
05-30-2018, 06:51 PM
Hey Bernie - is this the one? ... http://jot.cs.princeton.edu/

I don't know. I only read a short article about it. The researchers didn't present a working application of it.

ianr
06-03-2018, 07:23 AM
that is what was formerly known as Unfold and now is this http://www.polygonal-design.fr I use Modo which is good but this is in another class entirely

well I'm sure there is some logic to having two branding and two different sites, I wish I knew what it was though. https://www.rizom-lab.com

Thanks Gerry ( I've been chilling) as he said Jeric ....nice voodoo!

Bernie2Strokes
01-28-2019, 11:45 PM
I'm resurrecting this thread because someone recently mentioned they weren't interested in PBR for editions 2018-19. I don't know how Lightwave compares to other software like PSOFT Pencil + 4, or the NPR features of Modo. LW's edge renders seem to be just as good as the rest but what's the current development on surface renders?

I noticed that the Object Properties have included Surface Shaded since the 2013 Siggraph demonstration. But the 2018 demo by Antti Järvelä simulated some very harsh contrasts.

This Austrian demonstation caught my attention because of how soft it can be done.


https://youtu.be/a-JfIOStkpw

robertoortiz
01-29-2019, 04:45 AM
I'm resurrecting this thread because someone recently mentioned they weren't interested in PBR for editions 2018-19. I don't know how Lightwave compares to other software like PSOFT Pencil + 4, or the NPR features of Modo. LW's edge renders seem to be just as good as the rest but what's the current development on surface renders?

I noticed that the Object Properties have included Surface Shaded since the 2013 Siggraph demonstration. But the 2018 demo by Antti Järvelä simulated some very harsh contrasts.

This Austrian demonstation caught my attention because of how soft it can be done.


https://youtu.be/a-JfIOStkpw

WOW This is soo cool

ianr
01-29-2019, 09:36 AM
I'm resurrecting this thread because someone recently mentioned they weren't interested in PBR for editions 2018-19. I don't know how Lightwave compares to other software like PSOFT Pencil + 4, or the NPR features of Modo. LW's edge renders seem to be just as good as the rest but what's the current development on surface renders?

I noticed that the Object Properties have included Surface Shaded since the 2013 Siggraph demonstration. But the 2018 demo by Antti Järvelä simulated some very harsh contrasts.

This Austrian demonstation caught my attention because of how soft it can be done.


https://youtu.be/a-JfIOStkpw



Bernie thanks 4 sharing very painterly must get this Lightwiki forum

Thomas Leitner
01-31-2019, 03:25 AM
We also used this method many years ago in LW11.
Unfortunately this setup doesn't work in LW 2019 so easy anymore. First, you don't have "pure" shaders (Lambert, Phong...) anymore, just materials. Second, there is no more "Diffuse Shading" input.

Here are two quick tests. First the old setup from LW11 and secound a test with LW 2019 (the textures are not the same size and the Lambert shader is a simple "diy" node tree, I found in the forum - thanks btw.). Not so fine as Philipps example (it's only a test):

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ciao
Thomas

Sensei
01-31-2019, 04:02 AM
Let's say you have CEL shading in VPR. But you want to make some edge more visible. You take brush (various sizes, from toolbox), and you paint in VPR to enhance one edge, or decrease its influence at that period of time on timeline. VPR refreshes during painting.

Bernie2Strokes
02-01-2019, 05:40 AM
I'd like to see some development in crosshatching effects for the surfaces that are in the mid-tone to shadow areas. Make it a default option to match the color of the edges/lines. The density and direction should be related to the lights in the scene.