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AiRamp based on Surface Brightness?

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Message 1 of 5
matt_zummo
224 Views, 4 Replies

AiRamp based on Surface Brightness?

Any assistance would mean the world to me, Iโ€™m at my wits end here. ๐Ÿ˜ญ

 

Iโ€™ve been trying to make a dynamic illustrative cross-hatching material by putting an aiRamp onto an aiToon materialโ€™s Base Color and Tonemap, but the โ€œtypeโ€ such as U / V / diagonal make inconsistent and poor results.

 

I plugged in the utility Surface Luminance into the aiRamp โ€œcustomโ€ type, and it appears to work at first but after a few passes it seems to remove my cross hatching for some reason. (See attached)

 

Any assistance in creating a flat, dynamic cross-hatching Arnold shader will be greatly appreciated.

Am I going about this wrong? 


First pass during rendering, cross hatching appears based on brightness!

IMG_1711.jpeg

โ€ƒ

finished rendering, cross hatching mysteriously disappears??

IMG_1712.jpeg

โ€ƒ

4 REPLIES 4
Message 2 of 5
lee_griggs
in reply to: matt_zummo

Calder Moore has done an excellent Arnold Toon course which covers hatching (it is C4D, but shaders are the same in Arnold for Maya).

There is also this hatching video.

 

These may also help:

https://www.youtube.com/watch?v=hWJEVKK7RLw&t=21s

https://www.youtube.com/watch?v=ZKXiKDHASJ0&t=69s

 

Lee Griggs
Arnold rendering specialist
AUTODESK
This tutorial covers how to light and shade a robot using the toon shader. It also covers the facing_ratio, ambient_occlusion, and osl shaders to create different cartoon styles. https://docs.arnoldrenderer.com/display/A5AFMUG/Stylized+Highlight ...
This tutorial shows you how to use the toon shader with the rampRGB shader to create a rough pencil sketch style in Arnold. https://docs.arnoldrenderer.com/display/A5AFMUG/Toon #maya #arnoldrenderer #shading
Message 3 of 5
matt_zummo
in reply to: lee_griggs

Thank you for providing those tutorials and responding! I've gone over them again and unfortunately, neither quite assists me with what I'm trying to do, even if I retrofit their shaders to my own purposes.

The halftone OSL from the aiToon robot video is very close - it makes comic book circles on shaded areas, but will *only* make circles even if you plug other nodes into the Black & White circle inputs. They're restricted to 1 color circles.

Screenshot 2024-03-05 at 8.03.23โ€ฏPM.png

I tried to create shaders similar to the pencil shader in the second video, and add the cross-hatching in after. This still runs into the same issues I found earlier, though.

The aiRamp type seems the issue here as Type U and Type V don't change based on my lighting whether I crank my lights to 1000 intensity or .01. This is why I tried Maya's Surface Luminance node but apparently that doesn't work well with Arnold.

Screenshot 2024-03-05 at 7.56.43โ€ฏPM.pngScreenshot 2024-03-05 at 7.56.22โ€ฏPM.png

 

Trying to make something that looks like this based on brightness, but like I said earlier Arnold mysteriously makes it disappear for reasons unknown to me:
Screenshot 2024-03-05 at 8.19.48โ€ฏPM.pngScreenshot 2024-03-04 at 1.21.24โ€ฏPM.png

I'll continue tinkering with it over the next few days but any other ideas to try will be very appreciated.

Message 4 of 5
lee_griggs
in reply to: matt_zummo

Have you tried connecting a utility shader into the toon.mask_color or a ramp_rgb (set to custom)? The robot tutorial shows how to reduce brightness in the center using the facing_ratio shader. Otherwise, just check out Calder Moore's tutorials. His course covers many toon-shading situations like this.

 

https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_utility_shaders_ac_utility_utili...

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 5
matt_zummo
in reply to: lee_griggs

Thanks so much for your suggestion. Reducing the brightness in center using facing_ratio was the answer. The cross-hatching was technically there but washed out. Also, my Arnold Diffuse Sampling was blurring the cross-hatching as well. Lowering the sampling by 1 made them sharp again.

 

Test-3.jpg

Thanks again!

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