Create Akira Anime Shading with C4D/Redshift + YMA Toon Shader | Tutorial
Вставка
- Опубліковано 15 лип 2024
- In this video we walk you through the entire process to create the iconic Akira Slide scene. Use these techniques to recreate the look and feel of anime made in the late 80s and early 90s all leveraging the YMA Toon Shader.
Purchase the YMA Toon Shader here:
youmeacademy.gumroad.com/l/ic...
Electricity Tuotorial:
• python lightning gener...
You and Me Academy: www.youme.academy/
Instagram: / youme.academy
Twitter: / you_me_academy
You can check out Theo's work at:
www.theodoredaley.com/
Instagram: / theodoredal..
You can check out Joe's work at:
www.makelovely.com
0:00 Intro
0:16 Shading
5:40 Scene Build
7:00 Animation
7:10 FX Electricity
7:45 FX Smoke
8:19 Compositing
amazed - I definitely plan to get this once I can wean myself off standard/physical and get more into redshift which I do have
yeah this is great! Love seeing people do different work using redshift
Us too 😌
Simply amazing. I love it 👏🏼
Thank you!
So cool! Thanks for sharing
You’re welcome 🙂
master at work!
Thank you 🙏
Very nice! Imma check it out! Also now i have to rewatch that insane movie. I can't wait for RS toon shader, I want it to react to multiple RS lights. soon. hopefully.
For sure, yeah the YMA Toon shader reacts to two lights 👌
Awesome!!
Thank you!
good tutorial, thx for work!
Thank you 😌
by any chance can we have a tutorial for octane too? 🙏🏽
Perhaps, we recently purchased a copy!
An octane version would be ❤❤❤❤❤❤
What about the houdini part?
To make it a quick overview I purposefully skipped it since that alone could be an entire tutorial. If you know Houdini though this should give you an idea of that process. Overall it is 1. Make point groups on the surface to be emitters. 2. Emit off of those points as smoke (fog volumes) 3. Convert the smoke into solid geo (sdf). Down below is more nitty gritty though. Hope it gives you an idea!
I imported in the bike + character animation as an alembic along with the camera as fbx, changing the scale to Houdini (so scale to 0.01), then selected point groups of both the foot + 2 wheels. Then where the group made contact with a scatter (from a grid as the ground) I could create a new set of points - basically the tire trial and foot trail on the ground as points.
Then using those point trails as the 3 individual emitters (2 tires + 1 foot) for billowy smoke from the shelf and using the original bike + character geo as the collision along with a ground collision surface.
After that it was more just trial and error with wind + direction and the resolution of the volumes. Once I was happy, I converted from a fog volume to an sdf vdb, tweaked a bit with a smooth sdf and exported that back into c4d!
Thanks man, I have touch Houdini but need more to get into it. Thanks, great tutorial!!