The Tough Choice (CLOSED)

Just going to throw the initial wireframe and a first-draft render up.

I've had the iRay Toon Shader sitting in my library for ages and never bothered to use it, not knowing that it's kind of the kick-start into a proper hybrid illustrated look that I've been looking for forever. So I've spent a couple of weeks converting a few choice characters and environments to use with that shader, using a thicker dran line for the environment and a thinner one for characters, leaving glass, reflective surfaces, and water alone. Here I finally get to put it to demonstration.
I used Wonderland by Stonemason as the environment because in addition to being easy to use the toon shader on, the graffiti and posters are all decals that can be made emissive. This allows for a great "cyberpunk city at night" neon-type effect. This first draft gives me an idea how well things are centered and how wobbly the water reflections will be, and gives me a basis on which to experiment with the camera angle and water surface to change what is reflected and how.


I've had the iRay Toon Shader sitting in my library for ages and never bothered to use it, not knowing that it's kind of the kick-start into a proper hybrid illustrated look that I've been looking for forever. So I've spent a couple of weeks converting a few choice characters and environments to use with that shader, using a thicker dran line for the environment and a thinner one for characters, leaving glass, reflective surfaces, and water alone. Here I finally get to put it to demonstration.
I used Wonderland by Stonemason as the environment because in addition to being easy to use the toon shader on, the graffiti and posters are all decals that can be made emissive. This allows for a great "cyberpunk city at night" neon-type effect. This first draft gives me an idea how well things are centered and how wobbly the water reflections will be, and gives me a basis on which to experiment with the camera angle and water surface to change what is reflected and how.

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Looking good already, as a final render. I'm sure you've achieved good results.
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protosynthetic
Karma: 2,124
Mon, Jun 17, 2024Thanks! My GPU is currently frying after a few changes, I had to reboot the computer to clear the cache, trade the stock water plane for one that morphed a little more specifically to how I liked it, added a couple spotlights, and removed the volumetric atmosphere so the toon shader can do its real work. It's looking great already, but it's going to be a little bit yet before it's done cooking. Like almost literally...
Current changes:
Altered the camera angle slightly.
Moved the focus character's "robot partner" off to the side and rotated it to still be looking at the back of her head. This brings a bit of balance behind her, as there is a corner just to the left of the picture behind her, the center of the robot is about an equal distance to the right. It also opens up the green glow behind her head to help it "pop."
Changed the generic water plane for a morphing one that I could let ripple close to the object but smooth out further away, allowing for better dynamic reflections.
Removed the volumetric haze to allow the toon shader to express its full sharpness.
Added a red and blue spotlight on opposite sides to add focus light that fit the police theme.

Next step will be to experiment with a different volumetric haze so I can layer it over the render at another point, and possibly add some more red and blue fill lights to make it look like the aftermath of an active crime scene.
Altered the camera angle slightly.
Moved the focus character's "robot partner" off to the side and rotated it to still be looking at the back of her head. This brings a bit of balance behind her, as there is a corner just to the left of the picture behind her, the center of the robot is about an equal distance to the right. It also opens up the green glow behind her head to help it "pop."
Changed the generic water plane for a morphing one that I could let ripple close to the object but smooth out further away, allowing for better dynamic reflections.
Removed the volumetric haze to allow the toon shader to express its full sharpness.
Added a red and blue spotlight on opposite sides to add focus light that fit the police theme.

Next step will be to experiment with a different volumetric haze so I can layer it over the render at another point, and possibly add some more red and blue fill lights to make it look like the aftermath of an active crime scene.
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protosynthetic
Karma: 2,124
Mon, Jun 17, 2024Now to reboot and clear the cache once again, this scene is VRAM hungry...
So next we bring in the iRay Light Volume kit, and I specifically chose the dust fall volume because it's denser at the bottom. Increase X and Z scale to 10000% to make sure the total area has coverage, and Y at 750% to make sure that the haze goes up the the ceiling of the photo but leaves the bottom layer thin, so what you get is that floating mist you get when the water is a few degrees warmer than the cool air.

Thing about volumetrics in iRay is that they don't reflect well, and I can use that to create contrast between the top of the picture and the bottom.

So now to set up a few red-and-blue spotlights with narrow beams that I mentioned earlier, and let's see where this goes.

Thing about volumetrics in iRay is that they don't reflect well, and I can use that to create contrast between the top of the picture and the bottom.

So now to set up a few red-and-blue spotlights with narrow beams that I mentioned earlier, and let's see where this goes.
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So after making a grid of red and blue spotlights narrowed down to 10 degrees each and spaced 60x60cm apart, then letting it bake far longer than it probably had to, this is what we got.

Now onto post.
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A slight degree of color tweaking and a vertical vignette to make the center pop better is where I will abandon this for now. I might continue in a couple of weeks, but if not, this is my entry.
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