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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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pay someone to develop various toon shaders!

25 REPLIES 25
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Message 1 of 26
Anonymous
2322 Views, 25 Replies

pay someone to develop various toon shaders!

arnold-toon-shader-tutorial-1.jpgcalder-moore-scifi-elevator-fin.jpg6t5lhekx2y131.jpg

good day -

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! ๐Ÿ˜‰

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! ๐Ÿ™‚

cheers!

jon

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25 REPLIES 25
Message 21 of 26
Anonymous
in reply to: madsd

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.

4672-exp-001.jpg

Message 22 of 26
madsd
in reply to: Anonymous

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

Message 23 of 26
madsd
in reply to: Anonymous

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

4673-qweqwe.png

Message 24 of 26
Anonymous
in reply to: madsd

okay - how does one copy the formulas via github into an osl shader? this is new territopry for me.

Message 25 of 26
madsd
in reply to: Anonymous

Save to some place and load

4674-qwe.gif

Message 26 of 26
madsd
in reply to: Anonymous

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.

4680-qwe.jpg

4681-eee.png

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