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There
are several ways to get the "x-ray" kind of look for your
renders. There are several methods to get the "toon" like
renders.
I find these two methods handy and simple I have often seen them
(especially the dl3d x-ray shader) being used in 3d medical or anatomical
renders.
Lets
begin with what can be done with mental ray
Thanks
to David Lanier, these shaders are available royalty-free,
non-exclusive license to possess and to use the them for non-commercial
uses.
Lets
first download the shaders from. This shader is also available for
XSI and Maya.
http://www.highend3d.com/3dsmax/downloads/shaders/
Follow
instruction in the zip file to load the dll and .mi files in your
max folder.
This
works for max 7 and 8
Set
mental ray as your renderer
Press
M for the material editor and click on standard, chose mentayray
material
click
on surface slot of the mental ray shader and select dl3d_xrayshader.
Lets
see what the parameters are. This would be purely experimental,
and you would have to find out what parameters would suit your prop
or scene
The
parameters:
- XRay
color : diffuse color of the transparent object
- Power
: The higher is the power, the less transprent is the object (except
with invers falloff parameters checked)
- Inverse_falloff
: inverse the fall off parameter, the transparency starts from
the center instead of the edges (and the contrary)
- Ks
: coefficient for specular color
- roughness
: coefficient to set the roughness of the surface for specular
reflections (the highest is the roughness the more centered is
the specular reflexion)
- specularcol
: specular color.
Here,
I have "Mr Skeleton". So need a rather typical xray look.
So after trying out various settings, this is what gave me my xray
shader
Lets
assign this shader to the prop
Render it. This is what I got
Now
lets try making a similar material in max.
Select the blend shader, instead of standard.
In
slot one, select standard blinn shader.
Change the following parameters.
Ambient: 0, 0, 32
Diffuse: 0, 0, 0
Specular: 225, 225, 225. Other parameters as follows.
For
the second slot of blend material,
Here are the settings.
Ambient: 0, 0, 32
Diffuse: 255 255 255
Specular: 255 255 255. Other parameters as follows
on
the mask slot of blend mat, choose fall off.
Here are the fall off settings.
Assign
this material to the objects in the scene
and render to see the result.
A little
change in the diffuse color and here are the results.
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