ZBrushCentral

Non Photorealistic shaders?

Hello! It’s my first time post here in this great forum. So much talent here!

Ok…the question. I’m really interested in NPR shading issues and I was wondering if something like this or something similar would be possible to do with zbrush materials? If you’d check this short pdf document and especially in the last page you see right away what I mean.
http://www.cs.wustl.edu/MediaAndMachines/publications/papers/NPRShadingPaintSamples.pdf

So basically it would be shader that simulates paint strokes of painted sample. I've seen some wonderful toon and ink shaders here and I'd love to see your other painterly shaders created. :)

…in some material input any image as component, seems to me that is any problem to make that you show :slight_smile:
Pilou

Attachments

dd.jpg

yeah…that might be the way. Thanks Frenchy Pilou!

I’ve tried that and the texture reflected in material looks perfect in sphere but
it’s getting distorted in any other shapes. How can I get that distortion off?
Sorry about my newbie ass questions?:confused:

…and show some examples
More easy for reply :slight_smile:

Yeah…of course, thanks man. Here’s some images!

The material I'm trying is ReflectedMap and I used the S1 channel. I'm pretty happy with the results so far but the distortion is the problem... [![zpic1.jpg|500x454](upload://eLF3634OHpOleRvRsokRjMwGhTt.jpeg)]![zpic3.jpg|500x454](upload://ws8R2UE71lViUlbJYUgOPE9kV7D.jpeg)

Attachments

zpic2.jpg

That distortion is caused by the UV mapping; not the material.

ok. Thanks Aurick!
So what kind of UV mapping I should use for example to remove
the distortion from the texture in that last image… the SweepProfile model?

Actually, I was wrong here. It’s not the UV’s. I’m sorry.

This material essentially places the object into the photograph (or other texture) used in the material. Imagine that the picture becomes a scene that surrounds the object, and the object reflects it.

The distortions that you see are caused by the shape of the object. Any real-world object of that shape that’s placed into that scene would give those reflections. Curved surfaces always give distorted reflections. (Ever looked in a fun house mirror?)

Rotate the model and watch how the reflections change. The ground will always be reflected from the bottom of the object (referring to canvas coordinates here, rather than object coordinates) and the sky will be reflected from above.

mirror_sphere.jpg

The nature of reflection for a mirrored sphere is very interesting. Because the points at the edge of the viewed hemisphere receive light from behind the sphere, the hemisphere carries the reflection for all 360 degrees, with distortion increasing towards the edges. Using software such as HDRShop it is possible to create a panorama from a single photograph of a mirrored ball. In practice two photographs (at 90 degrees to each other) are needed to make a ‘perfect’ panorama : partly to get rid of the photographer and partly to clean up the mess caused by the extreme distortion of the point directly behind the sphere.

thanks guys! no worries Aurick!

The original question remains open. How to create a material which
simulates the texture sample? Check out the pdf of the subject in start of this thread.

I think it's really cool idea. You'd "teach" the shader how you'd paint light and shade in 2D image. [![nprs.jpg|400x234](upload://yP6kCmwGLGPDgzITYJi7a4bdtDl.jpeg)]

I’m sure this could be done in Zbrush.
Hey, there is lot of talent here who can write materials, right?
HINT, HINT!!:wink:

…don’t miss Autostitcht
The entierely free automatic Panorama maker :sunglasses: :+1: :grimacing: