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Realtime Toon Rendering in Maya

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    Hello! How's everything going?
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    My name is Eduardo Altamirano.
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    I would like to share this process
    with you.
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    It's more of a breakdown than a tutorial
    of how I make these composites.
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    Because it isn't actually a render.
    I'm not using any lights and
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    the only calculation I've actually made
    is an ambient occlusion.
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    I actually find it's a very efficient and
    fast method to get nice results.
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    This way you don't need to wait so much
    for a render of a long sequence.
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    In this case it's a lip sync excercise
    I made for my class in Gobelins.
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    It's actually pretty long.
    It's a conversation.
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    What I would like to share with you is my
    process that I use for creating my shaders
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    and the render steps to call it in
    some way.
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    And obviously, get a result like this one.
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    I like it because you don't have to wait
    so long and you have more control
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    as much over the final quality and shading
    passes, outlines, specular and so on.
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    As you can see it's pretty acceptable.
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    This is my Maya scene.
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    Basically, it's like any Maya animation
    scene in which you've got your character.
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    But in this case we don't have any special
    textures nor shading settings.
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    They're actually as you can see
    flat colors. Doesn't even have a texture.
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    Nothing more. The only thing it has it's
    a lip texture but not complicated at all.
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    And from there,
    I have my render layers, render passes
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    In each one I have different shaders.
    Like the occlusion shader.
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    It's as easy as creating a new layer.
    You go to attributes.
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    And here in presets you click occlusion
    and automatically we get the shading
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    for the occlusion pass, and you can change the
    settings and gives you the occlusion pass.
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    Which is... this one. That as you can see
    it's horrible as you can see.
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    It did it pretty quick I think each pass
    took 10 seconds or so.
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    I'm working with a laptop actually.
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    Well then... What I'd like to share with
    you is this method in which
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    I do everything from a playblast.
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    I have my diffuse pass, which is this one.
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    And in here it's this one.
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    And as you can see it's nothing special or
    complicated.
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    Then we've got this shader that I like to
    call "Toon", a friend of mine made it.
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    He took care of programming this shader.
    And what I most like about this shader is
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    that you can use a map that you can direct
    in relation to a camera instead of a light.
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    This way I can specify the shader that I
    wish to use and how I wish to modify it.
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    Just how I want to.
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    Using a map and directing it to the camera
    that I like.
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    As you can see with this one, you can
    perfectly simulate a toon shader.
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    I use it as a channel pass in
    After Effects.
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    This way I can have even more control over
    the final result.
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    As you can see everything is in real time.
    I do the same thing with my Inline pass.
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    It is just a texture that I painted on
    the model.
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    So it looks like it is a hand made stroke.
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    Like this one, as you can see it is a
    super basic texture.
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    It doesn't have anything special.
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    And of course I'll change the settings in
    color settings, to make the playblasts.
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    This is my pass...er...mask for the
    outline.
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    And then I do the compositing in
    After Effects.
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    Like in this case.
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    In the case of the toon shader, it is
    the pass which I make with the most care.
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    The settings are very simple but...
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    What I do is create a playblast from the
    Maya viewport.
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    So that I don't need to wait so long for
    a render.
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    And then I'll use this
    playblast for the compositing.
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    As you can see here's the sequence.
    I export it as images.
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    And import them in After Effects and from
    here on you start compositing.
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    And to give you an idea this is
    the result of this breakdown process.
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    I'll make the window smaller.
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    It'll look something like this.
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    My background, just a painting for the
    background.
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    A painting in color dodge mode with blur.
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    Here are the effects.
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    More background. The diffuse pass.
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    I actually like this one, because
    before setting up the whole composite
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    we have our diffuse pass, and just using
    a color selection or color picker,
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    Set Matte and a Ramp we can create the
    iris' of the eyes.
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    Because the mask is circular it
    automatically generates this effect.
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    I also use a Choker to reduce the mask.
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    I also use a blur to simulate the internal
    shading and lighting of the eyes.
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    And from there we continue with the next
    pass I've used which is the lip mask.
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    The occlusion pass.
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    And from here it's where it gets
    interesting.
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    This pass, the red pass. It's actually
    the same RGB map that we used but just
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    selecting the red, Saturation and Matte
    for the mask and a blur and it simulates
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    the lighting.
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    Same with the next pass. An Overpass of
    the diffuse map for the luminosity.
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    Plus the occlusion. This is the horrible
    occlusion that we made.
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    As you can see it is the one that
    generates the volume.
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    More passes. They all come from the same
    origin, the RGB map as you can see.
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    It is the same one. I'm just playing
    around with the blending modes.
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    As you can see I have nothing special.
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    I'm just simulating the subsurface.
    Then come the eyes.
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    The sparkle, the specular of the eyes it
    was actually harder to get,
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    because I wanted it to follow the eyes
    constantly.
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    So I had to link the camera in Maya so
    it followed the direction of the eyes.
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    And obviously if she lifted her head it
    simulates the effect of a light over here.
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    Here we have the specular of the eyes
    which are these three,
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    using the same specular pass.
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    The green shader which I use to darken a
    little bit more and give it volume.
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    The rim light which isn't actually a rim
    light, it is just another shader.
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    And this is the inline pass that was hand
    drawn, to simulate a hand drawn effect
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    on the character.
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    Rim layers with Blur to give it a glow
    effect.
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    The rim, untouched with a Matte and
    Choker to reduce the mask.
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    The Ramp to color it and the Blur for
    glow and the blending mode is Add.
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    This lip specular which is the same one
    as the specular of everything.
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    With Levels to bring it up a little.
    The lip Matte and the Saturation for color.
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    And to take off the red of the skin.
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    And well... that would be everything.
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    If you have any questions just send a
    message.
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    Thank you!
Title:
Realtime Toon Rendering in Maya
Description:

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Video Language:
Spanish
Duration:
10:35

English subtitles

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