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toonshading (organic/ characters)

toonshading (organic/ characters)

2004-02-20       - By Michael Arias

 Back
Reply:     1     2     3     4     5     6  

mike here. below...

  -- --Original Message-- --
  From: owner-xsi@(protected) 代理 +
  Sent: 2004/02/20 (金) 5:50
  To: XSI@(protected)
  Cc:
  Subject: Re: toonshading (organic/ characters)
 
 

  thank you for this explanation michael...

  >> no problem.

  i know it's not just applying a shader and some few settings. - i saw the
appleseed trailer weeks ago and the jp.co version days ago and was very
impressed, didn't know they use xsi. - are you working as special-project
support on this as well?

  >> the producer and director are old friends of mine and though, towards the
end of the project i spent some time with the character crew, i didn't
contribute much except suggest some techniques and also fix a couple bugs (!)
they found in the 3.5 version. a good bunch of artists.

  to come back on the topic. i've seen also some other impressive results done
with the cartoonreyes plugin from the spanish company reyes-infografica. here
are some examples: http://www.reyes-infografica.com/imagen/cartoon/images
/under03.jpg / http://www.reyes-infografica.com/gallery/agudin04.php / http:/
/www.reyes-infografica.com/gallery/agudin02.php

  >> nice stuff indeed.

  i guess it's nothing that can't be done with the xsi-toonshader as well. it
just depends on the workflow and i'm still trying to find out the best one.

  >> i agree. and yes, finding the right workflow really is the trick. you
should take a close look at todd's tutorials and also might want to study some
of psyop's work. not "anime style" strictly speaking, but very illuminating
nonetheless. there's also a german company that's done some wonderful work,
either with si3d or xsi's toonshaders. the "show me heaven" clip is great. http
://www.fiftyeight.com/ <http://www.fiftyeight.com>  

  i tried with modeling particular areas to get the desired look of ink. on some
perspectives it looks good while when on different it looks strange. maybe i'll
just need to wrestle around for a while like you and once i'll get there.

  >> well, at least on appleseed, alot of tweaking was done to get things to
look right on each shot. and this, more than anything else, is probably what
separates the weat from the chaff, so to speak. i don't think there's any
algorithm that will look perfect in any setting without some shot-by-shot
adjustment. if you start to get tired of the tweaking, just think for a moment
about what traditional animators have to go through to achieve these effects...


  regards
   

  Michael Arias wrote:

    Hi, Mike here. Organic characters are indeed a challenge - not just for toon
rendering, but for any style, pictorial or photorealistic. What one has to
understand first of all is that contour placement is, first and foremost, a
modelling challenge - NOT a rendering challenge (though there are workarounds
available, like using the "Unblending" features in XSI's toon shaders (see Todd
Akita's great tutorial at www.softimage.com). The toon lens shader makes a lot
of assumptions about where you want lines placed - inside, outside, near/far,
between materials, etc. and also allows a great deal of control over line
placement and appearance. But unless the contours are actually there on the
surface, the renderer won't "ink" them. One has a similar challenge when
generating photorealistic imagery: the algorithms at work decide where
highlights and shadows (for example) are drawn but if there's nothing there to
cast shadows, or if a surface is facing the wrong way, you just won't get them.
For contour details to appear correctly they have to be modelled (although, as
I mention, there are workarounds for exceptional cases). Take a look at the
http://www.apple.co.jp/quicktime/trailers/appleseed_large.html Appleseed
trailer, and notice the contour details on the old man's face, where it appears
. The characters here were all rendered using XSI's toon shaders and, regardless
of what one thinks about the movie, I think there is some impressive stuff
there - both "organic" and "mechanical" in nature. But I think it is also safe
to say that we are only now seeing the first worthwhile efforts to simulate cel
animation artwork (and there is doubtless lots of room for improvement). Good
modelling is hard work and much more demanding than adjusting a few sliders on
a lens shader. But, when done correctly, modelling can yield great results -
naturalistic or stylized, when rendered in a photorealistic style or using
something like the toon shaders. Some techniques work better than others -
subdivision surface crease control is critical if you're using subds, and some
types of geometry are easier to work with than others (for example, generally
speaking, NURBS are only really useful for creating smoothly varying surfaces
with uniform detail). Another thing to consider is that hand-drawn animation
artwork, though it may emulate reality, is very much dependent on the hand of
the artist in question - just like modelling. No two artists will draw the same
character the same way, regardless of how detailed character sheets are made,
and a character seen from one angle may, when seen from another angle, reveal
itself to be a completely different "geometry". When drawing animation, an
artist makes decisions primarily on what looks good - and these decisions are
made on a frame-by-frame basis - there's no way to achieve that in CG if one is
not willing to get one's hands dirty with details (like modelling wrinkles
creases so that contour lines will appear consistently). By the way, I say this
all because I too have wrestled much with these challenges. I only wish it were
as easy as applying a shader... I am happy to continue this discussion with you
- either on this forum, or directly. m.

      -- --Original Message-- --
      From: owner-xsi@(protected) 代理 +
      Sent: 2004/02/19 (木) 18:32
      To: XSI@(protected)
      Cc:
      Subject: toonshading (organic/ characters)
      i was doing some toonshading research, trying to come up with some anime
      ink & paint results instead of these typical common toonshading
      results... but it's just hard or even impossible to get those anime 2d
      looks on organic characters... (with no sunglasses, mechanical masks/
      gear, etc.)

      in 2d the ink lines represent all the important contours supported by
      shadows and the main cel-paint of the particular element (see here an
      example: http://www.production-ig.co.jp/anime/gits3/episode01.html) - in
      3d it would be very difficult or even impossible to achieve that
      "toonshading" you see on the frame with the two older men... i am
      especially talking about the ink-lines. maybe texturing them would be a
      way but usually ink-lines change with direction & perspective too.

      what would one other suggest? i know 3d-toon is good for mechanical
      workflow... but with "naked", organic characters... it seems rather
      difficult.
      it would be nice to hear what michael arias would say...

      ---
      Unsubscribe? Mail Majordomo@(protected) with the following text in body:
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<body dir="ltr">
<DIV>mike here. below...</DIV>
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
 <DIV><FONT size=2>-- --Original Message-- -- <BR><B>From:</B>
 owner-xsi@(protected)&nbsp;代理&nbsp;+ <BR><B>Sent:</B> 2004/02/20 (金) 5:50
 <BR><B>To:</B> XSI@(protected) <BR><B>Cc:</B> <BR><B>Subject:</B> Re:
 toonshading (organic/ characters)<BR><BR></FONT></DIV>
 <P>thank you for this explanation michael... </P>
 <P>&gt;&gt; no problem.</P>
 <P>i know it's not just applying a shader and some few settings. - i saw the
 appleseed trailer weeks ago and the jp.co version days ago and was very
 impressed, didn't know they use xsi. - are you working as special-project
 support on this as well?
 <P>&gt;&gt; the producer and director are old friends of mine and though,
 towards the end of the project i spent some time with the character crew, i
 didn't contribute much except suggest some techniques and also fix a couple
 bugs (!) they found in the 3.5 version. a good bunch of artists.
 <P>to come back on the topic. i've seen also some other impressive results
 done with the cartoonreyes plugin from the spanish company reyes-infografica.
 here are some examples: <A
 href="http://www.reyes-infografica.com/imagen/cartoon/images/under03.jpg"
>http://www.reyes-infografica.com/imagen/cartoon/images/under03.jpg</A>
 / <A
 href="http://www.reyes-infografica.com/gallery/agudin04.php">http://www.reyes
-infografica.com/gallery/agudin04.php</A>
 / <A
 href="http://www.reyes-infografica.com/gallery/agudin02.php">http://www.reyes
-infografica.com/gallery/agudin02.php</A>

 <P>&gt;&gt; nice stuff indeed.
 <P>i guess it's nothing that can't be done with the xsi-toonshader as well.
it
 just depends on the workflow and i'm still trying to find out the best one.
 <P>&gt;&gt; i agree. and yes, finding the right workflow really is the trick.
 you should take a close look at todd's tutorials and also might want to study
 some of psyop's work. not "anime style" strictly speaking, but
 very&nbsp;illuminating nonetheless. there's also a german company that's done
 some wonderful work, either with si3d or xsi's toonshaders. the "show me
 heaven" clip is great. <A
 href="http://www.fiftyeight.com/">http://www.fiftyeight.com/</A><A
 href="http://www.fiftyeight.com"></A>
 <P>i tried with modeling particular areas to get the desired look of ink. on
 some perspectives it looks good while when on different it looks strange.
 maybe i'll just need to wrestle around for a while like you and once i'll get
 there.
 <P>&gt;&gt; well, at least on appleseed, alot of tweaking was done to get
 things to look right on each shot. and this, more than anything else, is
 probably what separates the weat from the chaff, so to speak. i don't think
 there's any algorithm that will look perfect in any setting without some
 shot-by-shot adjustment.&nbsp;if you start to get tired of the tweaking,
 just&nbsp;think for a moment about what traditional animators have to go
 through to achieve these effects...
 <P>regards <BR>&nbsp;
 <P>Michael Arias wrote:
 <BLOCKQUOTE TYPE="CITE">&nbsp;Hi, Mike here.&nbsp;Organic characters are
   indeed a challenge - not just for toon rendering, but for any style,
   pictorial or photorealistic. What one has to understand first of all is
that
   contour placement is, first and foremost, a modelling challenge - NOT a
   rendering challenge (though there are workarounds available, like using the
   "Unblending" features in XSI's toon shaders (see Todd Akita's great
tutorial
   at <A href="http://www.softimage.com">www.softimage.com</A>).&nbsp;The toon
   lens shader makes a lot of assumptions about where you want lines placed -
   inside, outside, near/far, between materials, etc. and also allows a great
   deal of control over line placement and appearance. But unless the contours
   are actually there on the surface, the renderer won't "ink" them. One has a
   similar challenge when generating photorealistic imagery: the algorithms at
   work decide where highlights and shadows (for example) are drawn but if
   there's nothing there to cast shadows, or if a surface is facing the wrong
   way, you just won't get them. For contour details to appear correctly they
   have to be modelled (although, as I mention, there are workarounds for
   exceptional cases).&nbsp;Take a look at the <FONT size=-1><A
   href="http://www.apple.co.jp/quicktime/trailers/appleseed_large.html"
   target=_BLANK>http://www.apple.co.jp/quicktime/trailers/appleseed_large
.html</A></FONT>
   Appleseed trailer, and notice the contour details on the old man's face,
   where it appears. The characters here were all rendered using XSI's toon
   shaders and, regardless of what one thinks about the movie, I think there
is
   some impressive stuff there - both "organic" and "mechanical" in nature.
But
   I think it is also safe to say that we are only now seeing the first
   worthwhile efforts to simulate cel animation artwork (and there is
doubtless
   lots of room for improvement).&nbsp;Good modelling is hard work and much
   more demanding than adjusting a few sliders on a lens shader. But, when
done
   correctly, modelling can yield great results - naturalistic or stylized,
   when rendered in a photorealistic style or using something like the toon
   shaders. Some techniques work better than others - subdivision surface
   crease control is critical if you're using subds, and some types of
geometry
   are easier to work with than others (for example, generally speaking, NURBS
   are only really useful for creating smoothly varying surfaces with uniform
   detail).&nbsp;Another thing to consider is that hand-drawn animation
   artwork, though it may emulate reality, is very much dependent on the hand
   of the artist in question - just like modelling. No two artists will draw
   the same character the same way, regardless of how detailed character
sheets
   are made, and a character seen from one angle may, when seen from another
   angle, reveal itself to be a completely different "geometry". When drawing
   animation, an artist makes decisions primarily on what looks good - and
   these decisions are made on a frame-by-frame basis - there's no way to
   achieve that in CG if one is not willing to get one's hands dirty with
   details (like modelling wrinkles creases so that contour lines will appear
   consistently).&nbsp;By the way, I say this all because I too have wrestled
   much with these challenges. I only wish it were as easy as applying a
   shader...&nbsp;I am happy to continue this discussion with you - either on
   this forum, or directly.&nbsp;m.
   <BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px"><FONT size=-1>-- --Original
     Message-- --</FONT> <BR><FONT size=-1><B>From:</B> owner-xsi@(protected)
.COM
     ä»£ç† +</FONT> <BR><FONT size=-1><B>Sent:</B> 2004/02/19 (木)
     18:32</FONT> <BR><FONT size=-1><B>To:</B> XSI@(protected)</FONT>
     <BR><B><FONT size=-1>Cc:</FONT></B> <BR><FONT size=-1><B>Subject:</B>
     toonshading (organic/ characters)</FONT> <BR>&nbsp;<FONT size=-1>i was
     doing some toonshading research, trying to come up with some anime</FONT>
     <BR><FONT size=-1>ink &amp; paint results instead of these typical common
     toonshading</FONT> <BR><FONT size=-1>results... but it's just hard or
even
     impossible to get those anime 2d</FONT> <BR><FONT size=-1>looks on
organic
     characters... (with no sunglasses, mechanical masks/</FONT> <BR><FONT
     size=-1>gear, etc.)</FONT>
     <P><FONT size=-1>in 2d the ink lines represent all the important contours
     supported by</FONT> <BR><FONT size=-1>shadows and the main cel-paint of
     the particular element (see here an</FONT> <BR><FONT size=-1>example: <A
     href="http://www.production-ig.co.jp/anime/gits3/episode01.html">http:/
/www.production-ig.co.jp/anime/gits3/episode01.html</A>)
     - in</FONT> <BR><FONT size=-1>3d it would be very difficult or even
     impossible to achieve that</FONT> <BR><FONT size=-1>"toonshading" you see
     on the frame with the two older men... i am</FONT> <BR><FONT
     size=-1>especially talking about the ink-lines. maybe texturing them
would
     be a</FONT> <BR><FONT size=-1>way but usually ink-lines change with
     direction &amp; perspective too.</FONT>
     <P><FONT size=-1>what would one other suggest? i know 3d-toon is good for
     mechanical</FONT> <BR><FONT size=-1>workflow... but with "naked", organic
     characters... it seems rather</FONT> <BR><FONT size=-1>difficult.</FONT>
     <BR><FONT size=-1>it would be nice to hear what michael arias would
     say...</FONT>
     <P><FONT size=-1>---</FONT> <BR><FONT size=-1>Unsubscribe? Mail
     Majordomo@(protected) with the following text in body:</FONT> <BR><FONT
     size=-1>unsubscribe
xsi</FONT></P></BLOCKQUOTE></BLOCKQUOTE></BLOCKQUOTE>

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