'튜토리얼&번역/Max Reference 번역'에 해당되는 글 1건

  1. 2015.03.13 Ink'n Paint Material 사용자매뉴얼 번역

Material Editor > Type button > Material/Map Browser > Ink'n Paint


The Ink'n Paint material creates cartoon effects. Rather than the three-dimension, realistic effect

most other materials provide, Ink'n Paint provides flat shading with 'inked' borders.



 Snake rendered with ink'nPaint

Because Ink'n Paint is a material, you can create a scene that combies

3D-shaded objects with flat-shaded cartoon objects.


                                        Rendering that combines realistic shading with

                                         cartoon shading


In the Ink'n Paint material, ink and paint are two seperate components, 

with customizable settings.



                                Left : The paint component only

                                Right : The ink component only




Tip: Ink'n Paint uses the Raytracer Settings, so adjusting raytrace acceleration can have

an effect on the speed of Ink'n Paint. Also, while you work with Ink'n Paint, disabling antialiasing

can speed up the material, until you're ready to create final renderings.

(Turning off Ink really speeds it up.)


Note : Motion blur does not work with Ink'n Paint. ( Typically, hand-drawn cartoons are not motion blurred.)

Note : Shadows don't appear on objectsshaded with Ink'n Paint unless the value of Paint Level

is 4 or greater.


Warning : Ink'n Paint will only give correct results when rendered from a camera or perspective view.

It does not work in orthographic views.





Using Ink'n Paint

You can use Ink'n Paint on multiple objects, but in general, it tends to work best if you do the following:

1. Collect the objects for cartoon rendering into a single surface model such as an Editable Mesh.

2. Assign different material ID values to portions of the model you want to color differently.

3. Create a multi/sub-object material. In it, create a sub-material for each of the colors in the model.

Make each sub-material an Ink'n Paint material, then assign colors and maps using each sub-material's

Paint controls.


In necessary, adjust the Ink controls as well.


Tips : ActiveShade works with the Ink'n Paint material, and can be a good way to preview

the material's effect.





Interface

Basic Material Extensions rollout


2-Sided - Makes the material 2-sided. Applies the material to both sides of selected faces.

Face Map - Applies the material to the faces of the geometry. If the material is a mapped 

              material, it requires no mapping coordinates. The map is automatically applied

              to each facet of the object.

Faceted - Renders each face of a surface as if it were flat.

Fog BG when not painting - When paint is turned off, the painted areas of the material color are

                    the same as the background. This toggle, when on, lets the background

                    in paint areas be affected by fog between the camera and the object.

                    Default = off.


Opaque alpha - When on, the alpha channel is opaque even if ink or paint is turned off.

                   Default = off.


Bump - Adds bump mapping to the material.

 Toggle - When on, enables the bump map.

 Spinner - Controls the bump map amount.

 Map button - Click to assign a map to use for bump mapping.


Displacement - Adds displacement mapping to the materials.

 Toggle - When on, enables the displacement map.

 Spinner - Controls the displacement map amount.

 Map button - Click to assign a map to use for displacement mapping.





















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