[Music]
hi this is vessel from chaos
in this video we'll go through the
process of shading a scene in 3ds max in
v-ray trying to achieve a stylized
cartoon look like a comic style
first we're going to take a look at how
to set up the shaders for the
environment objects
next we'll go through the use and
settings of the v-ray tune environment
effect which we'll use to create an
outline around the geometry objects
after that we're going to look at the
v-ray tune material in its settings
while shading the vehicle
finally we'll go through the process
used in the shading of the burger that
sits on top of the van
with all that being said let's get
started
here in 3ds max we have our scene that
needs to be shaded
we are going to use the v-ray tuned
material in the process of shading the
entire scene in this tutorial
this way we should be able to have a 2d
cell shaded or cartoon look by the end
of the video
let me start the interactive rendering
to see what the entire scene looks like
currently there is a standard v-ray gray
material applied to everything in the
scene
all of the objects have been modeled in
3ds max except for the girl character
and the dock which has been created
using zbrush
in terms of lighting in the scene there
is a dome light with a sky hdr texture
that we can see in the background and a
v-ray sun
i found that using directional light
sources with the vray tuned material
gives the best results the v-ray sun is
a directional light source so that
should work nicely in our case here
let's start by shading the heels in the
background first
in the material editor i'll grab a v-ray
tool material and assign it to all of
the heel objects
i've placed all of the heels rolled and
trees in a layer of its own and named it
accordingly i also did the same for the
rest of the scene objects
this way it's easier to find stuff and
navigate the scene
it's not something that must be done but
i think it's good practice and can save
time
we can change the main color by changing
the diffuse
we can also plug in a texture map to
introduce some color variation
i have a texture map of some sort of
grass here which would work
let's go ahead and plug it into the
diffuse slot
it's kind of big and it needs to be
tiled more times
let me bring in a v-ray uvw randomizer
node and plug it into the texture
mapping source
in the coordinates rollout we can play
with the tiling and offset values until
we are happy with the result
also we can turn on the stochastic
tiling option and increase the range of
the scaling
from 80 to about 150
maybe change the steps values too
finally we can color correct it a little
bit
maybe slightly change the hue and
saturation
and also make it a little bit more
contrasty
looks great
now to emphasize the cartoon look it
will be great if we add an outline
around the hills
to do so we need to go under rendering
environment to open the environment and
effects window
if we scroll all the way down under the
atmosphere row out we can add a v-ray to
an effect
i'll just name it v-ray tune heals
in the basic parameters we can change
the way the outline appears things like
color and thickness of the line
i'd like to make the line dark green
i'd also like to make it thicker
that could be done by changing the
pixel's value
we could also use the scene units in
this case centimeters by switching to
the world mold
let me increase the pixel's value to
something like 5.
i've noticed on the left side of the
image one of the heels is not getting an
outline
that is because it's just not steep
enough we can easily fix that by
adjusting the normal threshold parameter
from its default value of 0.7 to a
higher value
great
i'd like to have the outline effect with
those specific settings applied only to
the hills
we can have many different outline
effects in the same scene applied to
different objects
at the very bottom in the exclude
objects section we can include or
exclude objects that the effect will be
applied to we can do that to individual
objects or layers
since i've organized my scene into
layers i can take advantage of that and
switch to layers
then simply choose the layer containing
all of the hills
and set the type to include
this way only the heels are getting the
outline effect
to make the outline look more natural
like it's been hand drawn we can change
how uniform the line appears
to achieve this we need some variation
in the opacity parameter
so if we take a noise node for example
and plug it into the opacity that should
do the trick
let me increase the noise contrast by
bringing the noise threshold values
closer together
and also let's increase the size
significantly
now the effect is visible only in
certain areas
by changing the black value of the noise
we can bring back some of the areas
where the line was completely erased
now that looks much better
following the exact same approach i've
prepared the material for the trace
let me go ahead and assign it to all the
trays in the scene
the material is of multi-soap type one
material for the trunk and one for the
leaves
also let me apply a very tuned
environment effect to everything else in
the scene
for the road i'd like to give the
impression of motion
so we can use a texture of stones that i
have here and stretch it out
let's bring in the stones texture and
plug in a v-ray uvw randomizer node to
it
enable the stochastic tiling and stretch
it on the u
also i'd like the lines to be spread out
a little bit so i'll decrease the v
value to let's say half
great it will be nicer if there is some
variation in the color on the sides of
the road though
that is easily done by getting a very
comp text node and multiplying our
texture with some color
i'll go for bright green
and then everything goes into a
composite node masked by a gradient ramp
node
also i can tint it a little bit by
changing the white color portion of the
ramp
this way it's going to be the original
gray concrete in the middle of the road
and a greener version of it towards the
sides
as a final touch we can enable depth of
field to the camera so we can focus the
viewer's attention on the main object
we can set the focus point by right
clicking in the frame buffer and
choosing the set focus distance option
and then simply click on the object we'd
like the camera to focus on
ok
now let's create the material for the
van
again i'll start with the default v-ray
tool material and explore some of its
settings and capabilities as i go along
first let me set the diffuse color to a
bright yellow
below the diffuse color slot there is a
diffuse ramp
this ramp controls the diffuse color
based on the amount of light it receives
having that in mind i can easily change
the color of the shadows as well
let me zoom into an area that has some
parts in the shade
the part of the ramp in black would
represent the shadows and the white part
would be the main diffuse color
so if i move the marker to the right or
to the left more of the surface would be
treated as a shadow or less of the
surface
we can also change the color of the
shadow or even use a texture map
i'll go ahead and set it to a darker
shade of brown
we can add multiple markers on the ramp
as well
if i right click on the ramp and choose
the add key option that will place a new
marker
this way i can introduce more complexity
to the shading of the surface and make
it more interesting to look at
so instead of using just a flat color
let me plug in a simple gradient ramp
node consisting of just a bunch of
horizontal lines
as you can see this makes the shadows
look a little bit more interesting
you can experiment further on your own
and achieve all sorts of interesting
looks for now i'll stick with this one
even though we are going for a cartoon
style it's important to be able to
distinguish the different types of
materials
for instance the surface of the van
should be metal or some sort of car
paint
which means that needs to be rather
reflective
let's introduce a little bit of
reflectivity
and also start to lower the gloss value
until we start to see the highlights
by moving the marker on the specular
ramp we can see more or less of the
highlights
using the same approach as with the
diffuse ramp we can add another marker
and either map it with a different color
or use a texture map
i have a texture map of horizontal lines
i'd like to use
but to make it more interesting i'd like
to create a sort of a criss-cross
pattern
so i'll duplicate the texture and rotate
it 90 degrees so the lines go vertical
then i'll simply add the two textures
together using a
text node and set it to add
after that i can simply plug it into the
specular map slot of the second marker
it looks a little too bright so let me
put a color correct node in between and
lower its intensity
now that looks much better
using the same approach we can create
the material for the rest of the
advanced parts
for the sake of speed things up
i have already created those materials
let me go ahead and apply them to their
corresponding objects
alright great
just like that we've managed to shade
the entire scene using simple v-ray
tuned materials
now for the burger objects i've used the
same type of material and for the
textures
i've used real photos of food which i
slightly modified in photoshop
let me show you how i did it
so for the purpose of this we'll need
some images of bread vegetables and so
on which you can find online or
photograph those objects yourself
after that we can open them in photoshop
or another image editing program
under filter
open filter gallery
and there are a bunch of different
filter effects
i've played around with most of them and
discovered that in my case the cutout
filter gives me the best results
you can find it under artistic cutout
and here you can play around with
different sliders until you're happy
with what you see
i've used this method on all of the
burger textures
alright
now that we have everything all shaded
and ready to go we can simply do a final
render
i'll just leave all the render settings
to their default values and hit the
render button
in this video we've gone through the
process of shading a scene in associated
or cartoon style
we've explored the v-ray tune material
and some of its strengths and uses
we've also looked at how to add and
control an outline around objects to
emphasize on the comic style look
and finally we've looked at how we can
use actual photographs as textures and
make them look more stylized
i hope you enjoyed this tutorial and
found it useful and helpful
thank you for watching
[Music]
you