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	<title>Comments on: Behind the &#8216;toons, part 2: The Shader</title>
	<atom:link href="http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/feed/" rel="self" type="application/rss+xml" />
	<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/</link>
	<description>Photography, Animation and stuff by Sunny Kharbanda.</description>
	<lastBuildDate>Mon, 09 Apr 2012 21:44:17 +0000</lastBuildDate>
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	<item>
		<title>By: boBlog</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-16296</link>
		<dc:creator>boBlog</dc:creator>
		<pubDate>Thu, 15 Dec 2011 16:37:35 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-16296</guid>
		<description>[...] ramp&#8217;s output, and connected that to the main shader.  I got the idea for the bump map from http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/, which follows a similar [...]</description>
		<content:encoded><![CDATA[<p>[...] ramp&#8217;s output, and connected that to the main shader.  I got the idea for the bump map from http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/, which follows a similar [...]</p>
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		<title>By: Sunny</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-13436</link>
		<dc:creator>Sunny</dc:creator>
		<pubDate>Wed, 28 Sep 2011 23:03:35 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-13436</guid>
		<description>I&#039;m using the regular Maya renderer here. As for the clamp and average: I connected the outputR of the clamp and facingRatio of the samplerInfo to the two inputs of the Average node, and then the output of the average node to the uCoord of the ramp. The details of the connections have changed in the new Maya version, so definitely check out the help on all these nodes to make sure you have the right inputs and outputs.</description>
		<content:encoded><![CDATA[<p>I&#8217;m using the regular Maya renderer here. As for the clamp and average: I connected the outputR of the clamp and facingRatio of the samplerInfo to the two inputs of the Average node, and then the output of the average node to the uCoord of the ramp. The details of the connections have changed in the new Maya version, so definitely check out the help on all these nodes to make sure you have the right inputs and outputs.</p>
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	<item>
		<title>By: Hiro</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-13416</link>
		<dc:creator>Hiro</dc:creator>
		<pubDate>Wed, 28 Sep 2011 09:27:52 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-13416</guid>
		<description>Ah..one more thing:D did you used mental ray for rendering?</description>
		<content:encoded><![CDATA[<p>Ah..one more thing:D did you used mental ray for rendering?</p>
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	<item>
		<title>By: Hiro</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-13415</link>
		<dc:creator>Hiro</dc:creator>
		<pubDate>Wed, 28 Sep 2011 09:24:58 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-13415</guid>
		<description>Thanks! that tutorial was helpful and straightforward! can you please explain how did you connected the clamp and average utilities to the shader?</description>
		<content:encoded><![CDATA[<p>Thanks! that tutorial was helpful and straightforward! can you please explain how did you connected the clamp and average utilities to the shader?</p>
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	<item>
		<title>By: Sunny</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-13344</link>
		<dc:creator>Sunny</dc:creator>
		<pubDate>Mon, 26 Sep 2011 17:47:58 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-13344</guid>
		<description>Hi Hiro! I found this other tutorial on making a simple toon shader that will help you. http://clicky.me/6Qs5 If you need to start with the basics of making connections, check the Maya help and search for Hypershade, which will go over the basics in detail. Thanks for the comment, and hope this helps!</description>
		<content:encoded><![CDATA[<p>Hi Hiro! I found this other tutorial on making a simple toon shader that will help you. <a href="http://clicky.me/6Qs5" rel="nofollow">http://clicky.me/6Qs5</a> If you need to start with the basics of making connections, check the Maya help and search for Hypershade, which will go over the basics in detail. Thanks for the comment, and hope this helps!</p>
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		<title>By: Hiro</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-13343</link>
		<dc:creator>Hiro</dc:creator>
		<pubDate>Mon, 26 Sep 2011 17:34:21 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-13343</guid>
		<description>Hi, maya newbie here...the final result of this process looks awesome! Iwant to try this, but I have no idea about making connections in maya:/ Can you please simplify the above process in a step by step method? For example applying this effect to a simple nurbs sphere or a polygon cube? Your help will be greatly appreciated :)
                            - Cheers!</description>
		<content:encoded><![CDATA[<p>Hi, maya newbie here&#8230;the final result of this process looks awesome! Iwant to try this, but I have no idea about making connections in maya:/ Can you please simplify the above process in a step by step method? For example applying this effect to a simple nurbs sphere or a polygon cube? Your help will be greatly appreciated <img src='http://sunnykharbanda.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
                            &#8211; Cheers!</p>
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	<item>
		<title>By: LABtrazos &#187; Blog Archive &#187; Crear cristales en Maya.</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-1455</link>
		<dc:creator>LABtrazos &#187; Blog Archive &#187; Crear cristales en Maya.</dc:creator>
		<pubDate>Fri, 04 Dec 2009 13:03:20 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-1455</guid>
		<description>[...] http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/" rel="nofollow">http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/</a> [...]</p>
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		<title>By: Sunny</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-1115</link>
		<dc:creator>Sunny</dc:creator>
		<pubDate>Wed, 14 Oct 2009 19:35:49 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-1115</guid>
		<description>@Tyler: 
Great questions! I should have addressed the lighting and shadows in my post, but here goes:

I&#039;m using a single directional light, coming from behind the camera, pointed slightly down.

Both &quot;cast shadows&quot; and &quot;receive shadows&quot; are ON for the character. Without them the shading looked really flat. The reason you don&#039;t see Moom&#039;s shadow on the floor is that he was rendered separately, in his own render layer. 

In the Bee Chase scene, I did render his shadow, but even that was a separate layer that was comped in AE. Gave me more control over the darkness of the shadow that way.

The shader in the Bee Chase scene is identical to this one. However, I did post-process it differently while compositing. The render looked too hard-edged, so I softened it in AE by duplicating the layer, applying a slight blur on the top copy and playing with the blending modes.

Try the lighting and shadow attributes on your Grim Reaper. Feel free to post an image on your blog and send me a link if you&#039;d like any feedback. Love those trees btw! Great flowing shapes.

@Leon, Samyuktha: 
Thanks! Let me know if you try it out.</description>
		<content:encoded><![CDATA[<p>@Tyler:<br />
Great questions! I should have addressed the lighting and shadows in my post, but here goes:</p>
<p>I&#8217;m using a single directional light, coming from behind the camera, pointed slightly down.</p>
<p>Both &#8220;cast shadows&#8221; and &#8220;receive shadows&#8221; are ON for the character. Without them the shading looked really flat. The reason you don&#8217;t see Moom&#8217;s shadow on the floor is that he was rendered separately, in his own render layer. </p>
<p>In the Bee Chase scene, I did render his shadow, but even that was a separate layer that was comped in AE. Gave me more control over the darkness of the shadow that way.</p>
<p>The shader in the Bee Chase scene is identical to this one. However, I did post-process it differently while compositing. The render looked too hard-edged, so I softened it in AE by duplicating the layer, applying a slight blur on the top copy and playing with the blending modes.</p>
<p>Try the lighting and shadow attributes on your Grim Reaper. Feel free to post an image on your blog and send me a link if you&#8217;d like any feedback. Love those trees btw! Great flowing shapes.</p>
<p>@Leon, Samyuktha:<br />
Thanks! Let me know if you try it out.</p>
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		<title>By: Tyler Heckman</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-1102</link>
		<dc:creator>Tyler Heckman</dc:creator>
		<pubDate>Wed, 14 Oct 2009 05:59:59 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-1102</guid>
		<description>hey Sunny.

just a few small questions.

would mind explaining your lighting set up? is it just one directional light coming from the direction of the camera or up above?

do you turn off receive shadows on the model.

also, are you going to go over the tweaks between this shader and the one from the bee chase? 

I tested out the shader on a grim reaper character,  not getting the greatest results, but it&#039;s an exploratory process!

cheers and thanks again.</description>
		<content:encoded><![CDATA[<p>hey Sunny.</p>
<p>just a few small questions.</p>
<p>would mind explaining your lighting set up? is it just one directional light coming from the direction of the camera or up above?</p>
<p>do you turn off receive shadows on the model.</p>
<p>also, are you going to go over the tweaks between this shader and the one from the bee chase? </p>
<p>I tested out the shader on a grim reaper character,  not getting the greatest results, but it&#8217;s an exploratory process!</p>
<p>cheers and thanks again.</p>
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		<title>By: Tyler Heckman</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-1100</link>
		<dc:creator>Tyler Heckman</dc:creator>
		<pubDate>Wed, 14 Oct 2009 01:59:41 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-1100</guid>
		<description>oh great! I&#039;ve been waiting for some hints on how to achieve the look!

i&#039;ll let you know how my results come out and any tweaks I make. 

Cheers and thank you.</description>
		<content:encoded><![CDATA[<p>oh great! I&#8217;ve been waiting for some hints on how to achieve the look!</p>
<p>i&#8217;ll let you know how my results come out and any tweaks I make. </p>
<p>Cheers and thank you.</p>
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		<title>By: samyuktha</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-1077</link>
		<dc:creator>samyuktha</dc:creator>
		<pubDate>Sun, 11 Oct 2009 23:00:13 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-1077</guid>
		<description>Very nicely illustrated shader post. I can&#039;t wait to try it myself! Thank you!</description>
		<content:encoded><![CDATA[<p>Very nicely illustrated shader post. I can&#8217;t wait to try it myself! Thank you!</p>
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		<title>By: leon gittens</title>
		<link>http://sunnykharbanda.com/blog/2009/10/behind-the-toons-part-2-the-shader/comment-page-1/#comment-1076</link>
		<dc:creator>leon gittens</dc:creator>
		<pubDate>Sun, 11 Oct 2009 19:41:17 +0000</pubDate>
		<guid isPermaLink="false">http://sunnykharbanda.com/blog/?p=248#comment-1076</guid>
		<description>thanks for sharing, i am going to play around with this</description>
		<content:encoded><![CDATA[<p>thanks for sharing, i am going to play around with this</p>
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