Create Akira Anime Shading with C4D/Redshift + YMA Toon Shader | Tutorial

  Рет қаралды 9,808

You And Me Academy

You And Me Academy

Күн бұрын

Пікірлер: 29
@BryTunesMusic
@BryTunesMusic 10 ай бұрын
amazed - I definitely plan to get this once I can wean myself off standard/physical and get more into redshift which I do have
@STUDIOSTEPS_motion
@STUDIOSTEPS_motion 11 ай бұрын
yeah this is great! Love seeing people do different work using redshift
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
Us too 😌
@tagorivilela8338
@tagorivilela8338 Ай бұрын
Holly shit man, work of love. Love this, love Akira.
@YouAndMeAcademy
@YouAndMeAcademy Ай бұрын
Thank you! 🙂
@xXWillyxWonkaXx
@xXWillyxWonkaXx 11 ай бұрын
Simply amazing. I love it 👏🏼
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
Thank you!
@jhonjairoquinterovergara202
@jhonjairoquinterovergara202 3 ай бұрын
Brutal tanto nivel 😮😮
@miracle1496
@miracle1496 11 ай бұрын
good tutorial, thx for work!
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
Thank you 😌
@DanDerham-
@DanDerham- 11 ай бұрын
master at work!
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
Thank you 🙏
@bharat5194
@bharat5194 11 ай бұрын
So cool! Thanks for sharing
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
You’re welcome 🙂
@effectatron
@effectatron 11 ай бұрын
Very nice! Imma check it out! Also now i have to rewatch that insane movie. I can't wait for RS toon shader, I want it to react to multiple RS lights. soon. hopefully.
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
For sure, yeah the YMA Toon shader reacts to two lights 👌
@dimitrishow_D
@dimitrishow_D Ай бұрын
Now with redshift toon shader ,is this one still beter ?​@@YouAndMeAcademy
@YouAndMeAcademy
@YouAndMeAcademy 25 күн бұрын
RS Toon Shader has many great things in it (better outlines, can use bump map, tons of lights, rim lights, uses Node Viewport) but does not have everything YMA Toon Shader does and vice versa. Main differences are YMA Toon only works with xpresso, can create outline shadows, has preset shaders, allows you to outline textures, tonemapping will map to your geo vs only screenspace. Depends on your needs 🤷‍♀️
@dimitrishow_D
@dimitrishow_D 25 күн бұрын
@YouAndMeAcademy ah ok thnx for responding , I'll try to get my results with rs and otherwise I'll but your plugin...great video and art!!!
@tiagocardoso4434
@tiagocardoso4434 11 ай бұрын
Awesome!!
@YouAndMeAcademy
@YouAndMeAcademy 9 ай бұрын
Thank you!
@user-gl9hp9jh3n
@user-gl9hp9jh3n 11 ай бұрын
by any chance can we have a tutorial for octane too? 🙏🏽
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
Perhaps, we recently purchased a copy!
@indigomews
@indigomews 11 ай бұрын
An octane version would be ❤❤❤❤❤❤
@choismotion
@choismotion 4 ай бұрын
In Redshift Toon Materials, when I apply the alpha image to the plane polygon, the line is not represented by the alpha map, but it comes out according to the plane. How can I make the line appear according to the alpha map?
@YouAndMeAcademy
@YouAndMeAcademy 4 ай бұрын
Thanks for the question! Since toon shading relies on actual geometry - using an alpha image will not be possible at the moment. It will always outline the original geometry (in this case the plane). So either 1. Make a duplicate plane geo and make the shape you are looking for (and then it will outline it) or 2. Make a spline outline of the item you are making (again geometry) I think (for now) those will be the easiest ways around this.
@Sma-v4y
@Sma-v4y 11 ай бұрын
What about the houdini part?
@YouAndMeAcademy
@YouAndMeAcademy 11 ай бұрын
To make it a quick overview I purposefully skipped it since that alone could be an entire tutorial. If you know Houdini though this should give you an idea of that process. Overall it is 1. Make point groups on the surface to be emitters. 2. Emit off of those points as smoke (fog volumes) 3. Convert the smoke into solid geo (sdf). Down below is more nitty gritty though. Hope it gives you an idea! I imported in the bike + character animation as an alembic along with the camera as fbx, changing the scale to Houdini (so scale to 0.01), then selected point groups of both the foot + 2 wheels. Then where the group made contact with a scatter (from a grid as the ground) I could create a new set of points - basically the tire trial and foot trail on the ground as points. Then using those point trails as the 3 individual emitters (2 tires + 1 foot) for billowy smoke from the shelf and using the original bike + character geo as the collision along with a ground collision surface. After that it was more just trial and error with wind + direction and the resolution of the volumes. Once I was happy, I converted from a fog volume to an sdf vdb, tweaked a bit with a smooth sdf and exported that back into c4d!
@Sma-v4y
@Sma-v4y 11 ай бұрын
Thanks man, I have touch Houdini but need more to get into it. Thanks, great tutorial!!
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