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how do I make a maya shader to simulate magic marker

Hello everyone,
I need maya images with a hand drawn magic marker style.
What should I change in the shader on this prebought maya character so it renders out looking similar to the included demoimage.png?
thanks
MarkC

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NN comments
julian
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Hi mark, did you know you have enough rep points to attach images? Not sure how many images. If you have a problem with it let me know.

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4 answers

  • 1

manny [ Editor ]

I'm not sure what "blur/streak the result to hide mosaic" means. But based on the demoImage.png that I see, to achieve the stylized fill, you just have to use a surface luminance node and plug the output of that to a ramp node's coordinate. You choose either U or V. Then adjust your ramp to achieve the desired look. Plug your ramp outColor to the fill color.

This is not an exact step by step as I'm not in Maya and looking at the toon shader at the moment.

Good luck

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  • 0

gpedder

Maya has toon shading features, I've never used them but there are examples in the visor and probably a fair bit of info in the documentation on how to use it.

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  • 0

markc [ Editor ]

Thanks gpedder,
My question was not specific enough.
My profile toon lines and creases are not as good as the example but I think thats just more tweaking - or perhaps manually adding some paintfx strokes.

Its the colour fill I'm interested in:
I been trying to quantise the existing bitmap according to cam angle then blur/streak the result to hide mosaic.

Does anyone have a better idea?

NN comments
hugh_gid
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Hi Mark,

VFXOverflow isn’t a forum – the order of answers may well change as they are voted up or down. As such, it isn’t a good idea to answer people in other answers. To do that, it’s recommended that you either edit your question or comment on their answer.

Once a question/issue is completed, the idea is for the question at the top to have all of the problems and queries in, and the answer marked as “answered” to have the main answer, and other up-voted answers to be helpful as well.

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