arnold-toon-shader-tutorial-1.jpgcalder-moore-scifi-elevator-fin.jpg6t5lhekx2y131.jpg
i have been interested in learning arnold and the toon shader for 3ds max. however, the bulk of the tutorials curretly out there for using c4d.
i was curious if anyone out here was familiar with both the toon shader setup and also running 3ds max. if so, i would be willing to pay someone to create a scene with some basic toon shaders to go (along with a camera and some lighting..) i mostly work with exterior environments - fyi.
it would be great to get a ready-made scene for both using and also so i can study the setup for future use! especially lighting too..
any takers? if you're able to create my request - please send me some rendered examples of that scene before payment perhaps! ๐
lastly to admins - i hope i haven't breached any protocols!
i am attaching a few examples i've seen online that are more or less what i am needing to learn.
i'm not rich folks - but i am offering $100 for a ready to go scene! ๐
cheers!
jon
so looked again at the file. if you can manage the time - a video demonstrating the setup would be really appreciated & helpful! right out of the bat - my render is such below.
Your scene scale is different than mine, this is why JDisplacement is anything but sexy.
You need to scale the uvw maps.
Also explained how to look at it.
Dont be afraid to experiment.
Video going over it.
https://www.dropbox.com/s/72d99usk9ieiqm9/2019-09-29%2018-23-01.mp4?dl=0
Another kitbash, this one generates the opposit result of the first one, it filters out everything outside the general splotch/splat plamages and just prints the greeble inside them.
This Layer node is available here:
https://github.com/gkmotu/OSL-Shaders/blob/master/Layers.osl
Also, seperating edge width, here I just put random edge on the splats, and left gem trace edge not be picked up.
Its no problem to seperate everything out and control it in whatever way you like.
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