For anyone that wants to try this with Arnold in Maya, go to the duplicated mesh's attribute editor. You have to turn off everything but Primary Visibility in Render Stats AND Arnold> Visibility. You must also disable opaque under Arnold. For rigged models you can copy the skin weights onto the outline mesh. However, it doesn't work very well with blendshapes so editing may be required there. Thanks again Christoph!
Hello, I try to render this one with vray. with the inverted mesh and backface culling, I could see what I want through the viewport. but when I render, I only seen the color of the outline. Black mesh.. do you have any Idea how to fix that?
Do you know the process to make this method work in 3ds max? I know they are similar programs, but I was doing research as this is something I was thinking about trying out in the near future.
I haven't worked with 3ds max for a long time but the process isn't very different. My understanding is you'd use the push modifier modifier instead of the inflate on the duplicated geometry. You'd also use the normal modifier and check on flip normals. You'll also want to make sure your render settings are set to one sided.
I will. Also if you haven't checked it out before you might wanna give psoft pencil+ 4 a look it looks like it does this but with lots of control over lineweight and such. Also exports layers of things like shading and highlight, or separate parts of objects the line can be exported in parts for illustrator looks interesting. but it cost in yen and I have no idea how much lol.
If you're rendering in mental ray be sure to turn off casts shadows, receive shadows and double sided. These can be found in the render stats of the shape node of your outline geometry. Only do this for the outline geometry.
Always remember to repent of your sins (sin is transgression of YAHUAH’S LAW: Genesis, Exodus, Leviticus, Numbers, & Deuteronomy) And Have Belief On YAHUSHA HAMASHYACH. HE Died and Rose Again On The Third Day So that you can be forgiven of your sins! HE Loves you! Come to HIM!
Hi, I'm Fredrick And I'll like u to join me and my team to make a game based in the anime boruto we have already started working and we will like u to join us.please if u want to please reply with your Skype name. Note: just a fan game no payment
Hm that might be tough. I think the best option in that case would be to deform the lines using a wrap deformer. That wouldn't be the best for performance though. I bet it'd likely be pretty heavy.
For anyone that wants to try this with Arnold in Maya, go to the duplicated mesh's attribute editor. You have to turn off everything but Primary Visibility in Render Stats AND Arnold> Visibility. You must also disable opaque under Arnold. For rigged models you can copy the skin weights onto the outline mesh. However, it doesn't work very well with blendshapes so editing may be required there. Thanks again Christoph!
Hello, I try to render this one with vray.
with the inverted mesh and backface culling, I could see what I want through the viewport.
but when I render, I only seen the color of the outline. Black mesh..
do you have any Idea how to fix that?
thanks a lot
just started studying Maya and I instantly fell in love with this kind of outlines, imma dig to it. thx and congratz!
Holy cow GREAT technique! Thanks so much for sharing! This is going to be a game changer for the project I'm working on!
Oh that's great to hear! I'm glad the video helped you :)
Oh, I needed to enable back face culling lol, if you have have it activated, you cant see through the reversed model and itll just look black.
those that work on render?
when i render my model it's just black..
Thankyou!!
Better than the default laggy toon shader
You are an amazing person I hope you get a lot of success
Un héroe sin capa
What was the first way to putting Outline around the character?
There is an Arnold Toon Shader.
This is such an awesome idea thanks for sharing!
You're very welcome :)
This is insanely freaking awrsome!!! Cant wait to see the rest of your work. Mannnnnnnnn the feeeeeeeeeeeeeellls bruh!!!!!
Oh thanks! I'll be sure to keep posting things :)
Hey, the final render is very appealing !!
Do you know if this method work on rigged model for animation ? Thanks !
It most certainly does! You can see it rigged and animated over here: sketchfab.com/models/ad406cc0566c487e8c846a888ed16f59
Really nice ! I'll try this out =D
Thank you !
Happy to help :)
Very interesting technique.
I don't doubt there are a buncha other ways to do his but it does the trick!
How would you rig something like this? just simply use the copy weights function?
Yup that's about it. Nothing overly fancy :)
Christoph Schoch I see, thanks for the great tutorial :)
No worries! I should really get back to making more of these. In the mean time I might upload some streams here.
Can you animate your character with this kind of toon outlines ?
Yup works just fine!
Would you combine both meshes? before you create the skeleton or do you just leave it as is?
I keep the line geo and body geo separate. I just find it easier to assign materials that way. It also allows fr more control when handling culling.
so that means you'll animate the outline and the original mesh seperately?
Do you know the process to make this method work in 3ds max? I know they are similar programs, but I was doing research as this is something I was thinking about trying out in the near future.
I haven't worked with 3ds max for a long time but the process isn't very different. My understanding is you'd use the push modifier modifier instead of the inflate on the duplicated geometry. You'd also use the normal modifier and check on flip normals. You'll also want to make sure your render settings are set to one sided.
Thank you so much man. I check out your piece on sketchfab it looks really good!
No worries! Have fun with your project!
I will. Also if you haven't checked it out before you might wanna give psoft pencil+ 4 a look it looks like it does this but with lots of control over lineweight and such. Also exports layers of things like shading and highlight, or separate parts of objects the line can be exported in parts for illustrator looks interesting. but it cost in yen and I have no idea how much lol.
Thanks I'll check it out!
what are the render setting when trying to render it out in mental ray? I only see my model in all black.
If you're rendering in mental ray be sure to turn off casts shadows, receive shadows and double sided. These can be found in the render stats of the shape node of your outline geometry. Only do this for the outline geometry.
the model is still black
What does our scene setup look like?
its on default settings in mental ray
I think i got it working, Thankz :)
Does this work on Rigs? Or is it best used on static models?
It will work on rigs but you have to copy the weights over. It struggles with blendshapes though.
it dosent work TT if the object dont have any texture are can be reason??
What result are you getting? As long as the shell and main mesh are different colors the texture shouldn't matter.
sorry i solve problem to do backface culling. Thank you for your answer!
Great! Glad it's working for you :)
Awesome! Thanks!
Hope it was helpful :)
Yes, it is! Gonna do this on my next animation :3
Great! Have fun :)
How do you do this in like Keyshot?
I understand that there is a toon material in keyshot you can use: ua-cam.com/video/U45T32qtu4s/v-deo.html . Hope that helps :)
OK, I get what you mean, that's actually the first ever video I watched concerning outlines / toon, but thanks
Ah I see. Yeah this method wouldn't really work with keyshot from what I know. Unless there's a way to display one sided faces.
thank ya kindly
GoZ will never be updated.
Thanks
Always remember to repent of your sins (sin is transgression of YAHUAH’S LAW: Genesis, Exodus, Leviticus, Numbers, & Deuteronomy) And Have Belief On YAHUSHA HAMASHYACH. HE Died and Rose Again On The Third Day So that you can be forgiven of your sins!
HE Loves you! Come to HIM!
Hi,
I'm Fredrick
And I'll like u to join me and my team to make a game based in the anime boruto we have already started working and we will like u to join us.please if u want to please reply with your Skype name.
Note: just a fan game no payment
Hey Frederick, thank you for the invite but unfortunately I'm very swamped with work right now.
Christoph Schoch ok no prob
can this work on a mesh if it has an Ncloth?
Hm that might be tough. I think the best option in that case would be to deform the lines using a wrap deformer. That wouldn't be the best for performance though. I bet it'd likely be pretty heavy.