Sketch and Toon Shader
素描和图恩着色器
Sketch and Toon comes with four powerful Channel Shaders: Art, Cel, Hatch and Spots Shader. 素描和 Toon 有四个强大的渠道着色器: 艺术,赛尔,孵化和斑点着色器The Art Shader uses a sphere to calculate the lighting and shading of a given object. Uniform shading can be achieved by varying the surface and color of the sphere. This Shader can turn a run-of-the-mill rendering into an abstract masterpiece.
艺术着色器使用一个球体来计算给定物体的光照和阴影。均匀的阴影可以通过改变球体的表面和颜色来实现。这个着色器可以将一个普通的渲染转化为一个抽象的杰作。
The cell Shader combines Manga and Anime shading styles with quantized color shading. Freely definable color gradients make it possible to create just about any look.
细胞着色结合了漫画和动画阴影风格与量化的颜色阴影。可自由定义的颜色渐变使得创建几乎任何外观成为可能。
The Hatch Shader applies a freely definable hatch pattern based on any texture you select.
孵化着色器应用一个自由定义的孵化模式基于任何纹理你选择。
With the Spots Shader, points (or any other element you want to use) shrink in correlation to the brightness of the surface. This is useful for creating halftone effects that are common on low-resolution prints.
使用斑点着色器,点(或者其他你想要使用的元素)会随着表面的亮度而收缩。这是有用的创建半色调效果,这是常见的低分辨率打印。
创建素描着色器
The Sketch shaders are channel shaders. You can load them into any material channel which accepts a texture, but generally they work best in the Luminance channel with all other channels such as Specular disabled.
素描着色器是通道着色器。你可以加载到任何材质通道接受纹理,但通常他们工作最好的亮度通道与所有其他通道,如镜面禁用。
Keep the following in mind: The Sketch shaders are rendered by Cinema 4D, not by the post effect. The post effect has some shading options which will affect the Cinema 4D rendering including the result of the Sketch shaders unless you switch off the options.
请记住: 素描着色器是由 Cinema 4D 渲染的,而不是后期效果。后期效果有一些阴影选项,这将影响Cinema 4d 渲染,包括素描着色器的结果,除非你关闭选项。
创建素描着色器:
To switch off post effect shading:
关闭后效阴影:
使用其他着色器
Sketch and Toon allows you to shade the object using any standard shader, not just the Sketch shaders. As with the Sketch shaders, switch off the post effect shading options unless you want them to affect the rendering. For more details, see the previous section: Creating a Sketch shader.
素描和图腾允许你使用任何标准着色器来阴影物体,而不仅仅是素描着色器。与素描着色器一样,关闭后期效果着色选项,除非你想让它们影响渲染效果。有关更多细节,请参阅前面的部分: 创建素描着色器。
抗锯齿提示
The Art shader, Hatch shader and Spots shader each use a texture to shade the objects. For example, the Hatch shader uses a picture of a stroke or block of strokes to draw hatches onto the objects. Naturally you will want these texture strokes to look smooth and antialiased when rendered, which would usually mean setting Cinema 4D’s Antialiasing mode on the Render Settings / Antialiasing tab to Best.
艺术着色器,孵化着色器和斑点着色器各使用一个纹理阴影对象。例如,哈奇着色器使用一个描边或一块描边的图片来画出物体上的舱口。当然,你会希望这些纹理笔触在渲染时看起来平滑和抗锯齿,这通常意味着在渲染设置/抗锯齿选项卡上设置 Cinema 4D 的抗锯齿模式为 Best。
A tip to speed up rendering is to set the Antialiasing mode to Geometry instead of Best and blur the texture slightly using the texture’s Blur Offset and Blur Scaling values. Although Cinema 4D will not antialias textures in Geometry mode, this blurring will produce smooth strokes that look antialiased, and the rendering will be much faster. Ideal for when you are using thousands of hatched lines.
加快渲染速度的一个技巧是将反锯齿模式设置为几何模式而不是最佳模式,并使用纹理的模糊偏移和模糊缩放值对纹理进行轻微的模糊。尽管在几何模式下C4D 不会有抗混淆纹理,但这种模糊会产生平滑的笔触,看起来抗混淆,渲染速度会快得多。理想的时候,你使用数以千计的阴影线。
艺术着色器
舱口着色器
斑点着色器