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About Me Premium Member Digital Artist Shikijiyu27/Male/United States Recent Activity Deviant for 3 Years
10 Month Premium Membership
Statistics 138 Deviations
624 Comments
11,129 Pageviews

10,000 Pageviews!

Tue May 26, 2009, 4:10 PM
Woot! I was pushed past the big 10k by the selection of my “Just What I Needed” piece as a Daily Deviation!





Big thanks to all my fellow Deviant Artists!

-Nik

  • Mood: Euphoric

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Devious Info

  • Current Residence: Albuquerque, New Mexico, USA
  • Interests: 3D Graphics, Animation, Psychology, Sociology
  • Favourite movie: Requiem for a Dream/Memento
  • Favourite band or musician: NIN/STP/Tool
  • Favourite genre of music: ?
  • Favourite artist: Jacques-Louis David
  • Favourite poet or writer: Cormac McCarthy
  • Operating System: 17in MacBook Pro - 2.4GHz Dual Core, 2GB Ram
  • Favourite game: Mario Galaxy
  • Favourite gaming platform: Wii/GlitchBox 360, GT: Shikijiyu
  • Tools of the Trade: Maya, mental ray, Photoshop

Comments


hiya! I was just curious if you started on the collab thingy yet. dont mean to pester but I guess I'm anxious to see what something I do in 2d will look 3d. Have a nice day

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Time can change you but you can't change time
man i hope you can make a vid tut for the toon shader many ppl are trying to find out how and not use mental ray - i find yours easy but im kinda confused at the clamp node part XD

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Certified Lolifan :flirty:
i finnaly got it working :D
one thing though, how do i apply texture image with the shader?

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Certified Lolifan :flirty:
Hey - sorry for the delay. I looked back at that tutorial and realized that I am doing some things fairly goofy. The clamp node can be confusing. The surface luminance output is a single number. But the clamp expects a vector input, which is THREE numbers (in this case, representing red, green and blue inputs). So that's why you have to connect the out value to a inputR (although you could just as easily use inputG or inputB). The clamp performs its operation on that input, and then you take the outputR and send it wherever you want it to go (to drive the ramp UVs in this case).

The thing I realized is that the multiplication step is unnecessary. It has the drawback of only allowing dark outline colors (which sucks). I'm actually in the process of rewriting it, because there are some other aspects that I found out that can ALSO make the entire thing much cooler. I'll let you know when it is done. :)
XD i got it working anyways, the thing is i cant figure out how to put texture on the custom toon shade XD im not that very familiar with nodes yet since im used to UV mapping also im new at using maya :Pstill learning stuff,and i wanted to try out new things, im very impressed by the way you used your toon shader, i got motivated and started learning more :P

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Certified Lolifan :flirty:
Cool - since your model is UV mapped, that is no problem. Presumably, if you did something similar to the tutorial, then you are using a ramp to control the color, based on the incoming light source. If you select one of the colors in the ramp, you can click the little icon to the right of the color swatch rectangle to bring up the texture chooser window. From there you just select "image file" or whatever it is and plug in your texture location (the same way as if you were assigning a texture to the color channel of a lambert or something).

Does that make sense?

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