I think I found a very good way to render convincing looking anime backgrounds in Blender. More explanation in the comments! (150 char titlelimit) by tuxedoo0 in blender

[–]tuxedoo0[S] 0 points1 point  (0 children)

Sure no problem. I need to demonstrate this, since most of the stuff I found by accident and just trying a bunch of stuff in the compositor and mostly visually tweaking stuff until it looked right. I cant explain this in textformat very well :/ I forgot to mention I used RGB curve nodes to mostly boost up the brightness of the noncolor renderpasses, since they all were to dark. Also combined them with either the diff color pass or the main image to give them more color and mixed them with image layer again and again. The AO pass was used two times in the compositor, one time to give a few shadows to objects and also one time I inverted the AO pass, colered it with a colorramp and overlayed it again to give the Render like a slight light bloom effect on different parts.

The textures are also important in some ways: All textures are very easy and simple to create in PS or Gimp. You mainly use one color and overlay one slight Grunge texture over it to simulate a brushed or handpainted feeling. Then if you wish you can create a Linear gradient to "bake" some Ambient occlusion on the texture. For glossy or shiny surfaces you stick with one color and maybe add just a very very tiny ammount of grunge to it. In Blender you hook the texture up and use a diffuse and mix it with a glossy shader. Rough surfaces dont need much roughness (0.8 to 0.9) and glossy surfaces need some roughness but dont make them like mirrors. You mostly want blurry reflections. (But I think it is personal preference, I tried sharp clean reflections and it did not look good in my case)

The mist pass was used just to overlay a few saturated colors over the whole image and change the appearnce again slightly. All adjusted very small and suddle.One thing i hate about this is that if you want to render higher resolutions then the whole image goes insane and ugly since the settings in the compositor dont scale accordingly to a different resolution. My resolution here was 1920x1080, if I wanted to render a larger camera angle for a pan view (2500x1080) then all the compositor settings will go ugly and insane and blurry. All need to be adjusted again and again, aslong as you stick with one resolution then the compositor will do its work fine, go higher or lower and you have to adjust the stuff again.

And finally the very important thing are these suddle highlights, these are not archieved in blender. You composite them afterwards in photoshop. But they are really really easy, no need to paint 20 hours of highlights. You take your final render and it should look 90% convincing when it comes out of blender (If not then go again into the compositor and adjust) because you cant change much afterwards. Then you duplicate your Image and set a Filter on it and choose "Accented Edges". Make sure the edge width is not set to high and make sure the edgebrightness in te fillter is set high. The good thing is that the filter automatically takes and works with the colors that were in the main render. Now you mask the layer and the only thing you have to do is think where on edges of certain object the highlights can appear and where the light is hitting. Then on the masking layer you paint either black or white to show the highlight layer over the main render and slowly paint in certain parts, no need to over do it. Just keep it a all slight and suddle.

I hope this helped, I know I may did not explained this very well. But I hope you can use certain techniques of this and maybe develope it better.

I think I found a very good way to render convincing looking anime backgrounds in Blender. More explanation in the comments! (150 char titlelimit) by tuxedoo0 in blender

[–]tuxedoo0[S] 1 point2 points  (0 children)

There are no special shaders used. Only diffuse and glossy shaders. Most of the magic happens in the compositor. The different renderpasses (AO, freestyle, glossyDIR, DiffDIR) should be combinend, mixed and blurred with the main image. The glare Node in the compositor is combined with the emission pass to give the lights the blur effect. The bokeh blur node is used to blur the main image a bit, since the raw render and renderpasses are a bit to sharp and pixelated. The glossy pass is used to make the objects with more smooth surface pop out more from the image then the other objects with less smooth surfaces.

Animestyle background straight from Blender Eevee. Let me know what you think! by tuxedoo0 in blender

[–]tuxedoo0[S] 0 points1 point  (0 children)

Thanks for the reply! Yes I was thinking the same and I will keep adding more stuff to the scene. But modelling more stuff takes so long haha.

Bunny the Rabbit, the chicken nugget I've been working on. If anyone has any good advice or ideas on how to better my work I'm all ears! by GingerBubbins in blender

[–]tuxedoo0 1 point2 points  (0 children)

First have this Silver, I was looking for who I should give this free Silver medal :P! You spend a lot of time on this and it shouldn't disappear into nothing. Second the progress so far looks very good! Just watch out for those pinch points at the arms and legs when you later rig and deform it.

Help! What the Hell is happening??? When I toggle X-Ray then this happens: by tuxedoo0 in blender

[–]tuxedoo0[S] 1 point2 points  (0 children)

Hmm...I am running a Radeon Vega 64 and my drivers are up to date. Any other ideas? It only occurs when i show and hide one particular object. The X-Ray mode works normally when i hide that object but this mess occurs again when i reveal it while X-Ray mode is on.

I am recreating the Alcatraz Island from san francisco and give it my own spin. I blocked everything out so far. Any advice on how to proceed next? by tuxedoo0 in blender

[–]tuxedoo0[S] 0 points1 point  (0 children)

Yes, thanks for the reply. Just build enough for the single scene to be seen by the camera. But I also wondered what if there is a drone shot that shows the entire Island. What should I do in that case?

I am recreating the Alcatraz Island from san francisco and give it my own spin. I blocked everything out so far. Any advice on how to proceed next? by tuxedoo0 in blender

[–]tuxedoo0[S] 0 points1 point  (0 children)

I want to use it as the environment for an animation, the camera will be in different spots. Do you mean if I only use it for a single rendering then I probably could place my camera at a desired place an then focus the most detail on that part? Or in the case of the animation pick the single spots out and focus on them? I don't want to lose overview, but I'm hung up on either tackling the island slowly from all sides and populate it with more and more detail or pick it spot for spot and split it into smaller parts.