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Mr Burden:I was very impressed by your NPR restuarant post.

But I could not understand how you got to that look either in the Max or thePS postprod.

Could you explain to us the different steps you,ve taken to get that wonder?

Please

Thanks

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But I could not understand how you got to that look either in the Max or thePS postprod.
All my renderings are certified 100% MAX-free*.

 

Look at post #10, where I have the process illustrated. First is the Lightscape rendering, then a line drawing generated from other LS flat-shaded renderings and filtered in Photoshop. That is a combination of simple motion blurs and a ripple (which is optional). That overlays over the LS rendering with the PS layer mode 'overlay' set at whatever amount pleases you--in my case its 50%. That is almost it, but adding grain to the LS render seems to put the effect over the top.

 

I have just been too busy to prepare a complete step-by-step kit, but I have explained the entire process in this thread.

 

Good or bad, I arrived at this look by experimenting with renderings in Photoshop. There is a lot more gold in that mine. So grab a pick and have at it.

 

* don't worry, they'll get me in the end. 2+2=5

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Yes, I save a copy of the solution file to a new name, reset the lights so that no light is cast, put in a sun set to not cast shadows and turn on ambient, which causes a completely even lighting. Raytrace that will get some faces lighter than other but still flat--no light effects on surfaces, but you still get transparency and reflections if you want them, otherwise turn raybounces=0. I will do another render with the sun at a different position and simple combine these in Photoshop to get the base 'flat' render on which to do a filter fo get lines. The beauty of this is that you never have to deal with extra lines from poly edges within a material. I usually alter the colors to whatever works to get contrast, since color doesn't matter in a line conversion. The result is a very good line drawing, one that has variable darkness based on the contrast of the underlying render, so it is dynamic, not a regular vector-looking HLR image. As a layer over a regular raytraced rendering you have a lot of power to play in Photoshop.

 

There may be faster and/or better ways to get a line drawing from a model--this is just the one I use now (my tutorial on hybrid rendering shows a CAD-based method that I used to use).

 

 

Originally posted by archkre:

Mr Burden: What I do not understand is your expression"LS flat-shaded renderings"

By flat shaded in the LS do you mean without shadows or what?

Thank you

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You could create a macro in Photoshop to do what you are talking about but you would be wasting your time. The effect is not consistent over time and creates rather chaotic results. Same with After Effects.
Are you refering to animating the effect? I have tried it and it is a bit chaotic, but I'm not sure if that is a problem. If you 'freeze' an impresionistic effect in a moving image then it becomes a visual object. Otherwise it has an ever-changing nature. If you can avoid 'annoying' or 'distracting' and hit 'dream-like' then you have a success, but that's the hard part. I'm making this stuff up as I go along, so it requires further experimentation.

 

I haven't tried this in After Effects yet--but I plan to soon.

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Well the problem is that you can use a noise filter in FCP or AE so you have the same noisepixel-size in your animation, or you have to use your noise as part of the texture, that gives a nice flickering noise-pattern.

When i look at your nice Amsterdam picts i think the first four pictures are kind of a zoom-in into the entrance, that could work with a still-picture animation, and even a camera pan should work the same way. Its at least worth a try me thinks.

 

ingo

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Ok, here is my test with EB's restaurant, a 2 MB Quicktime movie
Thanks for that! It looks good. However I think its too limiting to stick with panning stills. If the technique or an adaptation of it does not translate to camera-moving animation then so be it.

 

I am about to find out for sure. I just got hired to use that technique on an animation.

 

For whatever its worth, from the moment I released those images in this thread and on my website, each and every new inquiry for renderings has revolved around using that look. I won't land every project that I am asked to bid on, naturally, but I am simply surprised at the level of client interest in NPR digital renderings.

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Great to hear Ernest, maybe the "hype" is just because of the new word NPR, its like when the first raydiosity renderings came out and everybody asked for them, despite no client knows about the backround.

 

I hope you post some of you pre-animations here, maybe i can try to make them the easy way in FCP like the movie above. Must be interesting how it looks if i import the rendered animation and the manipulated images as single image Photoshop files and do the layering in FCP, i should try your layered files you posted earlier, if you dont mind.

 

regards

 

ingo

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Say Ernest... do those images on your site use the same techniques you used on the images in this post? There appears to be a quality about those on the site that go beyond what is in this thread.

 

I am particularly intersted in the way the brick texture represents the look of brick without it being necessarily being a photo of brick. Is this a result of the material you use when rendering or is it post process?

 

How are the images on your website different than those you posted in this thread?

 

Really great work...

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There appears to be a quality about those on the site that go beyond what is in this thread.

I am particularly intersted in the way the brick texture represents the look of brick without it being necessarily being a photo of brick. Is this a result of the material you use when rendering or is it post process?

This thread represents my first experimentation with a technique. The pictures on my site (the ones of Arnhem, Netherlands) are the first project in which I used the technique (seperated by less than a week). There will be more renderings done in that way in the near future.

 

The brick texture is the only part of the pictures that relies on an imagemap. However, the map is, as you suspect, a drawing. I printed out a faint brick tilable texture and hand-drew lines on it like I would draw if it was a rendering on paper, then scanned it back in. Lazyness strikes again. Drawing on all those lines is no fun, but photo-based brick looks too PR...so I cheat.

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I think you can get some good brickresults with some procedurals as alpha channels and/or texture displacement maps. But first its a good idea to get the detail out of the pr brick map.

 

Just my two cents

 

ingo

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Hey, DelfoZ! Great test you got there! I can hardly wait for the complete piece!

And Ernest, your images are superb! Your technique is really something! When will we see more of your images? This topic just keeps getting more and more interesting (and useful as well!).

[]

Rick

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When will we see more of your images?
Well, all of my current workload involves using the NPR 'look' I was showing in this thread, so there will be more of it produced soon. I am not sure if my client on the restaurant wants me to publish these pictures. The first one is not a recognizable location, so I figured 'who would know'. But the next one I am doing might be more able to be ID'ed, so I may have to wait until its public and post it as finished work. It is a VERY ornate space with a bunch of stylized trees in gold-leaf in a large dining room.

 

So I'll post what I can, when I can.

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  • 2 months later...

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