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經過長時間的使用後,我又將懶人打光法做了新的優化,這次連Rim light都全自動,再也不用算兩張圖!

After using it for a long time, I made an improve of my lazy lighting method. This time even the Rim light is fully automatic, no more render twice effort!


概念是將Rim light光綁在Section Plane上,並將Z軸調到非常遠,也就是說,Rim light永遠是從攝影機拍不到的邊緣打進來,由於被Section plane切掉所以不會被擋住。

這樣做的好處有:

一:光線非常自然並且合理,因為是從攝影機看不見的角度照射,所以儘管光的設置完全不科學但畫面上會是合理的。

二:完全無需調整,背光永遠存在!因為和Section planes綁定,即使Focal lenght變動,光源也會跟著移動,不管是室內或戶外都能產生一樣的打光效果。

三:轉動Rim light群組,即可簡單的改變打光效果,從而製作出完全背光,或者上方光微透等效果。

The concept is to tie the Rim light to the Section Plane and adjust the Z axis to a very far distance, that is to say, the Rim light will always come in from the edge out side of camera, and will not be blocked because it is cut off by the Section plane.

The benefits of doing this are:

1: The light is very natural and reasonable, because it's illuminated from an angle that is invisible to the camera, so although the light setting is completely no sense, it will be reasonable on the photo.

2: No need to adjust at all, the backlight is always there! Because it's bound to Section planes, even if the Focal lenght changes, the light source will move with it, and the same lighting effect can be produced whether it is indoors or outdoors.

3: Rotate the Rim light group, you can simply change the lighting effect, so as to create a complete backlight, or the upper light is slightly transparent.

上方背光15度,邊緣銳利化

15 degrees of backlight on the top, sharp edges

上方背光65度,-25度,微微照亮人物半側

The upper backlight is 65 degrees, -25 degrees, slightly illuminates half of the characters

上方背光72度,-33度,主光源135度,簡單的打出鼻子微亮的效果。

The upper backlight is 72 degrees, -33 degrees, and the main light source is 135 degrees, which simply makes the nose slightly brighter.


還有很多細節可以再做調整,比方說光線的顏色,亮度,就等到實際投入漫畫製作中使用後再慢慢改良了:^)。

There are still many details that can be adjusted, such as the color and brightness of the light, which will be slowly improved after it is actually used in the production of comics :^).



線條測試:

Outline Test:

自從入坑Daz之後我就一直在找尋Cel shading的作法,試過了很多種outline效果都不甚理想,但最近嘗試了Linerender 9000,發覺似乎有一用的價值。

在漫畫中人物的框線非常重要,不只能凸顯人物,還能讓畫面更容易閱讀,3D的人物如果能完美的融入框線,對我來說就幾乎可以進入英靈殿了。

目前還在嘗試各種作法,老樣子邊做邊改良:^)。

Since I got into Daz, I have always looking for the method of Cel shading. I've tried many kinds of outlines and the effect is not satisfactory, but I recently tried the Linerender 9000 and found that it seems to be useful.

The outlines of characters in comics are very important, not only to highlight the characters, but also to make the picture easier to read. If the 3D characters can be perfectly blend into the outlines, for me, that's definitely a huge step to Valhalla.

I am still trying various methods, as always , gonna improve while doing it :^).







接下來是色色的測試:^)。

And some H test :^).









以上,等準備得差不多了就會開始製作第三章,感謝觀看~!

That's it, I'll start working on chapter 3 after these preparationis over, thanks for watching~!

Files

Comments

Good Luck AyD33

why is she so hot?? I'd love to see her in an actual animation one day...

Anonymous

皮老师的懒人打光法俺一直在用,受益良多。这次的新版打光法,肯定是要光速复刻一下下,用完了之后再来汇报。 然后,这个框线看起来很神奇哦,虽然不是我追求的风格,不过加了之后确实有了明显的卡通感(其实原来米莉娅就挺卡通的),期待新作上线

pisanto

I did made some test animation! however it take too much time and the result are meh, so I think it's better focus on comic than animation :^)

pisanto

除了讓動漫感加深之外,框線主要是在漫畫中能讓人物的動態更容易閱讀,日漫最大的強項就在於—容易閱讀:^),相較之下美漫雖然畫面更華麗,卻會讀得很吃力,我現在想盡量朝這個方向努力

andypandy

All things that can speed up production and thus reslut in more peril comic pages from you is highly appreciated!

Anonymous

I'm going to give you 1,000 yen next month. If you make the next chapter, can you draw a woman's hair longer? 🤗🤗🤗

Anonymous

我覺得這一次做的好好喔,這是我自從Jenovation做的4Ktifa之後看過做得最好的人物,雖然技術不同不能相比,但是這次人物做的真的棒

Benoasis

Thank you so much for your work, with these full body shots, feet and stockings !

pisanto

Thanks :^)! I do love long hair too but this project's characters might already full, maybe next project!

pisanto

感謝:^D~4Ktifa那種擬真唯美的風格確實很讚,但我想努力的目標是希望盡量朝動漫風格化靠攏,目前還在不斷嘗試摸索中~

Anonymous

老铁更新真快点个赞