ToonHair

The lat­est addi­tion to my Toonkit shader library deals squarely with ren­der­ing anime-​​style hair.
Ren­der­ing anime or mange style hair in 3D is decep­tively sim­ple — one might think that any old toon shader would do the trick…

ToonHairToonHairToonHairToonHair

But unfor­tu­nately it is in fact incred­i­bly dif­fi­cult to ren­der believ­able anime hair using con­ven­tional shaders. This is mainly due to the unortho­dox type of spec­u­lar high­light used, which usu­ally stretches around the entire head, often runs in wild zig-​​zag pat­terns or tapers towards the end. This non-​​photorealistic effect has no equiv­a­lent in con­ven­tional shaders.

How­ever, the Toon­Hair shader gives the artist full con­trol over sim­u­lat­ing these uncon­ven­tional high­lights by offer­ing almost half a dozen dif­fer­ent ramps with visual graphs and direct feed­back to con­trol the shad­ing effect in detail. Para­me­ters include ramp color, pro­file, direc­tion, taper­ing, off­set and size.

Usage

This shader is specif­i­cally designed to solve the com­mon prob­lem of ren­der­ing believ­able anime hair with 3D mod­els. It is quite sim­ple to setup but at the same time offers all the con­trol one could want.

In com­bi­na­tion with the Toon­Hold­out shader it is also pos­si­ble to sim­u­late the com­mon effect of ren­der­ing eyes and eye-​​brows above the hair — regard­less of phys­i­cal plausibility.

Toonkit Shaders

I devel­oped my Toonkit shaders because I wasn’t sat­is­fied with the pos­si­bil­i­ties offered by the stan­dard toon shad­ing options in the major 3D pack­ages. The main prob­lem I saw was that they offered too lit­tle con­trol when it came to defin­ing a spe­cific look yet at the same time too much con­trol in places it doesn’t matter.

Toonkit con­tains highly advanced toon shaders which can sim­u­late not only car­toon and anime but many other non-​​photorealistic styles.
Unlike many con­ven­tional toon shaders, Toonkit cre­ates very clean and smooth look­ing ani­ma­tion while avoid­ing jagged shad­ing and that noto­ri­ous “floaty” 3D effect.

The set pro­vides an array of use­ful tools for shad­ing char­ac­ter ani­ma­tion as well as util­i­ties to aid in back­ground matte paint­ing. Toonkit is com­pat­i­ble with the men­tal ray and Ren­der­Man renderers.

ToonShader

This com­plex toon shader com­bines a 1D ramp with a 2D tex­tured ramp to cre­ate a car­toon look and other non-​​photorealistic effects.
It uses a small image sam­ple as a 2D ramp which allows the artist to sep­a­rate the color of the base shad­ing, specs and rim lights and to vary the smooth­ness of gra­da­tions between these areas.

toonShadertoonShadertoonShadertoonShader

Even though the shader is com­plex and offers much con­trol, the default set­tings and pre­sets are designed to accu­rately mimic var­i­ous car­toon looks. To achieve this, Toon­Shader offers two dif­fer­ent gra­di­ent ramp con­trols, three types of spec­u­lar high­lights, con­trol over trans­parency, ambi­ent occlu­sion, cus­tom shadow col­ors, inci­dence and incan­des­cence and above all allows the artist to man­u­ally adjust the shad­ing locally by paint­ing ver­tex col­ors. It is also pos­si­ble to cre­ate square or split high­lights for accu­rate car­toon effects.
More­over, each effect is imple­mented as an inde­pen­dent layer which can be tog­gled on or off and may be blended using any com­bi­na­tion of more than 20 blend modes.

As such, this ver­sa­tile shader is not only capa­ble of ren­der­ing con­vinc­ing car­toon char­ac­ters but can also be used to ren­der painterly back­ground objects and mattes.

Usage

Toon­Shader was devel­oped to accu­rately sim­u­late the flat look of 2D car­toon or cel ani­ma­tion. It pro­vides two sep­a­rate meth­ods to drive flat or gra­di­ent shad­ing and pro­vides sep­a­rate con­trols of spec­u­lar high­lights. These may be moved, rotated and scaled inde­pen­dently of the light source.

ToonOutline

Too­nOut­line deals with trac­ing clean con­tour out­lines around objects, seams and creases to sim­u­late a car­toon or manga look.

ToonOutline

This set of mate­r­ial and lens shaders ren­ders high qual­ity cel style out­lines and offers more flex­i­bil­ity than native con­tour solu­tions while being more straight­for­ward to use in daily production.

Usage

In com­bi­na­tion with the Toon­Shader it is pos­si­ble to pro­duce 3D car­toon ani­ma­tion that inte­grates well with tra­di­tional 2D environments.

And toony it is!

Just yes­ter­day I posted about hav­ing to cre­ate my mod­els in a much more styl­ized, car­toony way… so here’s an update on the cart from yesterday’s post:


Looks much bet­ter, no? I went ahead a redid the whole thing, this time aim­ing for a styl­ized look from the ground up. At first I tried to sim­ply ren­der the old model using toon shaders, how­ever that didn’t turn out sat­is­fac­tory at all, as there’s much more to the car­toon look than just slap­ping any ol’ toon shader on what­ever model you have.

For a while I had my doubts that 3D cel shad­ing could pro­duce the look I was hop­ing to achieve, but see­ing the result on this cart I now feel con­fi­dent that the upcom­ing (more dif­fi­cult) char­ac­ter mod­els will also turn out fine.

Fruitbasket

Var­i­ous types of fruit will play a major role in Sleep­ing Dragon, and because they’re easy to model, I started out cre­at­ing a few:


Here’s a peach, a melon and a strange thing that began as a biwa and ended up the bas­tard child of a kiwi and a rot­ten apple. It may be inter­est­ing to know that there are no bitmap tex­tures involved like you’d find in any 3D game — the lines on the melon, the sub­tle peach-​​fuzz and even the shape of the peach are cre­ated using pro­ce­dural tex­tures. If there’s any inter­est, I might cook up a lit­tle tuto­r­ial in the near future.


Another model I’ve done some work on is this cart. It may look pretty nice alto­gether, but it’ll be no good for my film because it’s far too real­is­tic!
I still have a hard time refrain­ing from mak­ing things look too real­is­tic… mod­ern 3D pro­grams tempt you by mak­ing it so easy! Any­way, I must remem­ber that I’m mak­ing a car­toon movie, so things need to look sim­ple and styl­ized. The fruits above are at least a step in the right direction…