Non-Photorealistic Rendering (NPR) Kit


Non-Photorealistic Rendering (NPR) Kit


What’s included in the NPR kit
The NPR kit allows you to create hand-drawn and other traditional looks on 3D surfaces. It consists of eight new NPR materials, plus sample backgrounds that are ideal for completing the hand-drawn effect including napkins, chalkboard, crumpled and lined paper, and a page flip sequence. Also included are brushes, sample Sketch maps and numerous material presets that are ready to be applied to your projects. Six ready-to-render NPR scenes are included as examples for you to make use of. A video tutorial guides you through the creation of your own Sketch map using Photoshop.

NPR kit: The shaders

Edge ink
Edge ink is the next generation of the cel-edge shader provided with MODO that adds a softness and inner color for incidence edges, alpha for blending the colors with the underlying color, and a “See background” capability, which replaces the surface with the environment behind it. Importantly, an Edge offset can be textured, as well as the alphas, the background, and of course the colors and edge width. Using Edge offset with a noise texture can lead to wobbly looking lines with a great range of styles.

Toon shader
The Toon material replaces the smooth shading on your model with bands of solid color, simulating the drawing style used in comic books, cartoons, and particularly Japanese Manga and Anime (comic books and cartoons). The Toon material separates diffuse, specular, and mirror reflection contributions from rendering, quantizes them from smooth gradients into stepped bands. You can adjust how many bands are used for each of these.

Gooch shader
The Gooch material produces shading with an even brightness, where shadowed areas are tinted with a cool blue instead of darkened, and the bright areas are given a warm cast. This keeps details and edge lines visible, and keeps bright areas distinct from a white background. The algorithm is based on a technique used by technical illustrators, and is due to a 1998 paper by Gooch et al., A Non-Photorealistic Lighting Model For Automatic Technical Illustration.

Halftone shader
Halftoning is a technique used to reproduce shaded images with only a single ink color. It works by creating a halftone ‘cell’ for each pixel, then partially filling that cell with a color so that from a distance, it will appear to have the correct luminosity. Halftone cells are commonly drawn using circles of different sizes, or lines of different thickness, but many other patterns are also possible. The Halftone2 material is an enhanced version of the halftone material standard in MODO 601.

Stipple and Dab shaders
Stippling is a technique used by illustrators and engravers to simulate smooth shading with only two colors. They painstakingly draw tiny dots that are more-or-less evenly spaced, but have no regular pattern. The Stipple material replaces the shading on your model with dots of varying density. You control the size of dots when you set the number of dots to use in a tile.

Dab is a version of the Stipple material that uses an image instead of dots to shade the surface. The effect is designed to work with a black image with transparent background, simulating pen strokes. The individual brushes can be randomly rotated.

Sketch tone shader
Sketch tone provides a style-driven capability that leverages your own hand-drawn shading and hatching patterns when re-shading your models. It works by prioritizing the strokes an artist would use to shade a surface. High priority strokes are those drawn even where there is little shading. Lower priority strokes are filled in later, as the shading gets darker. This technique reproduces not only the hand-drawn quality of the strokes used, but also the artist’s own interpretation of the surface. Each material can be given a different texture, from bricks to bark, which share stroke characteristics but also represent a unique surface structure.

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