July 9th, 2015On this day in different years

Anime-Style Renders Sans Toon or Cel Shaders

Software = Poser Pro 2014 Game Development version.

Purpose = To devise an alternative technique to produce contemporary anime-style cel-shaded render, without using cel or toon shaders in Material Room.

Method = Informed Trial-and-error, applied to Material settings of Atmosphere, Render settings, Preview Display settings, and Light Settings.

Observations =

Manga 2-tone renders
It was relatively simple to obtain a black line on white background unshaded manga style render; this involved mostly working on settings for Atmosphere material and property settings for lighting. However, despite heeding conventional wisdom to increase displacement value to the highest level when all spots in the render no longer appear, these spots do not ever seem to disappear !! My temporary solution is: leave out any background environment props such as hemispheres or environment spheres or similer whatnot. This is because render setting for renders of black lines on white background, are not going to need IDL or raytracing, so no need to have light-emitters or bouncing rays.

Manga shaded grey-scale
With some adjustments to Lights and atmosphere, I could also achieve a grey-shaded look for the render, but this is a little harder to predict in the preview window. It is best to use SreeD and not OpenGL for preview display.

Anime-style art render
After much experimenting with the Material Settings for Atmosphere, and the Properties and Material Settings for one and then two lights, I managed to come up with a basic collection of settings to achieve an anime-style render, without having to apply toon or cel shaders to the figure in my scene. I used SydneyG2 as my experimental candidate. To achieve a manga or anime style of lines, the Head, Body and Lips need to belong to the same ToonID group; especially the lips, or else you cannot achieve that typical anime look. Unfortunately, the eyebrows are simply painted on the face texture, and this makes it difficult to define the brows with lines in the final render.
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