CN110322536B - Rendering synthesis method for converting three-dimensional model into two-dimensional ink animation - Google Patents

Rendering synthesis method for converting three-dimensional model into two-dimensional ink animation Download PDF

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CN110322536B
CN110322536B CN201810261557.9A CN201810261557A CN110322536B CN 110322536 B CN110322536 B CN 110322536B CN 201810261557 A CN201810261557 A CN 201810261557A CN 110322536 B CN110322536 B CN 110322536B
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model
layer
rendering
character
line
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CN110322536A (en
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邹航
周佩怡
谢晓凌
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SHANGHAI INSTITUTE OF VISUAL ART
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/802D [Two Dimensional] animation, e.g. using sprites
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/16Cloth
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/61Scene description
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2012Colour editing, changing, or manipulating; Use of colour codes
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2024Style variation

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Abstract

The invention discloses a rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation, wherein character lines are preset; firstly, the line distribution of a model is needed to be known, the same type of lines are used for clothes, such as clothes lines, including outerwear, underwear, shawl, lower hem and the like, and the presetting of the lines is basically loaded in places where ps is used for drawing the attached lines; all models of clothing are categorized into the same type of ton, note that clothing has two sets: the thin and Dry lines; according to the rendering synthesis method for converting the three-dimensional model into the two-dimensional ink animation, provided by the invention, the effect of simulating the two-dimensional ink animation by three-dimensional rendering is realized by modifying the material nodes and computing language by using Maya,3dsMax, afterEffect and other software.

Description

Rendering synthesis method for converting three-dimensional model into two-dimensional ink animation
Technical Field
The invention relates to a rendering synthesis method, in particular to a rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation.
Background
The two-dimensional ink animation is an animation short piece manufactured by manually drawing ink and wash pictures frame by frame. The ink animation has the defects of complicated manufacturing mode, high manufacturing cost, long manufacturing period and the like. These drawbacks have hampered the development of ink animation.
Disclosure of Invention
The technical scheme adopted by the invention for solving the technical problems is to provide a rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation, wherein the specific technical scheme is as follows:
presetting a character line; firstly, the line distribution of a model is needed to be known, the same type of lines are used for clothes, such as clothes lines, including outerwear, underwear, shawl, lower hem and the like, and the presetting of the lines is basically loaded in places where ps is used for drawing the attached lines; all models of clothing are categorized into the same type of ton, note that clothing has two sets: the thin and Dry lines;
then, carrying out preset importing and manufacturing of the wires; reading a well-saved rendering file of the cache before opening, and presetting a line file of reference, wherein attention is paid to the fact that the reference service needs to modify prefix attributes, or else a series of errors are caused;
rendering and typing Mod two words into the prefix, and paying attention to whether the hierarchical relationship is correct or not;
the model and ton nodes are then connected. Firstly, selecting a model needing to be added with lines, selecting a line corresponding to the model name, and giving different lines according to different suffixes;
the ton preset of the model and the ton_x (x=dry, thick, etc.) corresponding to the model name are sequentially linked according to the preset Group (e.g. dry, thick, piJian, etc.) in the mod_line, and all ton preset links are added, or a preset plug-in can be used. Clicking on the plug-in to TtoO after selecting the model gives the model a preset for ton.
Problems with the adjustment of line parameters;
1) thickness-Line width of adjustment Line
2) Thickness variation of internal mapping adjustment Line-Line Width Map
3) Adjustment of line thickness variation: clicking a noise Map in the Line Width Map, and adjusting the Frequency value, wherein the larger the value is, the denser the thickness change of the Line is, and the smaller the value is, the smaller the thickness change is. (since the Frequency value is sensitive to linear influences, care is taken to fine tune the adjustment)
4) The thickness of the brush-Global Scale is adjusted, and the top right page of the top right corner is turned by the selection ton panel to find a brush column (the brush name can be changed according to different brushes).
Model read cache
A step of firstly assigning a preset of ton and then manufacturing a read cache;
importing a cache, selecting a model needing the cache, and then selecting an animation-geometry cache-import cache; which models are required to be imported into the cache and have corresponding tables, and the models of characters corresponding to the tables are checked and then are sequentially imported into the cache after being found in the scene; after reading the cache, storing the cache as a rendering file;
setting a rendering layer
After the presetting of the line is finished, starting to manufacture a rendering layer;
firstly, inputting two characters of Mod into a prefix of a reference preset material ball, enabling a script, (selecting a model needing to be endowed with materials according to a set of material balls corresponding to a person in a frame), and endowing the model with the material ball;
and adding letters which are the same as the suffixes of the material balls into the Name Suffix, so that a corresponding set of material balls can be assigned. The script method is correspondingly applied to color material balls and detail material balls when the lower rendering layer is formed;
setting a renderer: usually, maya software is used, except that eyeoc needs to switch the mental ray for rendering;
the rendering base layers that generally need to be set fall into four general categories: color, line, light, matte. Color is classified into: part layer, character color (color), character detail layer (detail), and character overflow layer (push). Rendering a background: black file preservation: TGA format
Line is divided into: thick, dry, hat, skin. Rendering layering of lines please divide up how many rendering layers according to how many layers there are in the Group hierarchy of lines within an Outline. Rendering a background: white file preservation: the JPG format Light is divided into: lighting, marble01, marble02, marble03, noise, eyeocc, shadow.
Rendering a background: black file retention: TGA format
The mattes are divided into: xiuzi_mate;
rendering a background: black file preservation: TGA format.
How each layer is rendered
Color class:
part layer:
hanging decorations, hairs and waistbands can be made of different decoration parts according to different roles, and the parts are generally models which can be separated in front of the body;
the method is unified as follows: 1) The entire character model to be rendered is selected and loaded into a new layer. The rendering layer names the model to be rendered (the name must be according to the name of the model itself) 2) selects all models to use plug-in pre-emption; selecting a part to be rendered by using the material of the matrix, and using an insert to the color material ball; 3) Setting the background color as black;
(Color) character Color layer:
the character color layer is as follows: all character model layers except the part model.
The method is unified as follows: 1) The character model is selected except for the parts and loaded into a new layer. The rendering layer is named: color; 2) Selecting a model in the rendering layer, and using a plug-in to the color material ball; 3) Setting the background color as black;
(Detail) person Detail color layer:
the character detail color layer is as follows: all character model layers except the part model.
The method is unified as follows: 1) The character model is selected except for the parts and loaded into a new layer. The rendering layer is named: detail; 2) Selecting a model in the rendering layer, and using a plug-in to a_detail material ball; 3) The background color is set to black.
(Push) character Push color layer:
since the model shape needs to be changed in consideration of stability of maya and push, another file is generally saved as a push file.
The character Push color layer is as follows: all character model layers.
The method is unified as follows: 1) Selecting a character model, loading the character model into a new layer, and naming a rendering layer as Push; 2) Selecting a model in the rendering layer, and using a plug-in to the color material ball; 3) The shoulder part and the elbow part of the model are unevenly pushed out, and a brush sculpt geometry tool tool is used; 4) Setting the background color as black; the range of the brush can be enlarged and reduced by pressing the key B, the brush is selected in the stage of selecting the model, and the model can be expanded by pressing the ctrl+left key; the range of the brush can be adjusted by adjusting the radius value; the strength of the brush can be adjusted by adjusting the openness value; operation selects a default push brush; note that the places of the push are inconsistent in quantity and have charm, and the size of the push is not too large or too weak; the brush is used for manufacturing push, the cut marks are manufactured by selecting a plurality of models, and the whole selection manufacture easily causes file card death and error reporting.
Line class:
thick layer:
basic line layer of character
The method is unified as follows: 1) Mod_quick_1 ine in the Mod_line group in the Outliner and the character model other than the parts are selected. Loading into a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a thick line and the thickness variation of a noise; 3) Setting the background color as white, paying attention to the thickness change of the line, and keeping the thickness of the two ends thin and the middle thick, so that the whole is not too thick;
dry layer:
basic line layer of character
The method is unified as follows: 1) Selecting character models except parts and Mo alpha dry Line in a Mod Line group in an Outliner, and loading the character models and Mo alpha dry Line in the Mod Line group in a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a dry line and the thickness variation of a noise; 3) The background color is set to be white.
Skin layer:
basic line layer of character
The method is unified as follows: 1) Selecting character models except parts and Mod_skin_line in a Mod_line group in an Outliner, and loading the character models and the Mod_skin_line in the Mod_line group in a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a skin line and the thickness variation of a noise; 3) The background color is set to be white, the thickness change of the hand line is noted, and the change is not too much or too little according to the structure change of the finger.
Hat layer:
basic line layer of character
The method is unified as follows: 1) Selecting a character model except for parts and Mod_hat_line in a Mod_line group in an Outliner; loading into a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a hat line and the thickness variation of a noise; 3) Setting the background color as white, and keeping the whole of the note hat layer thin and thick;
the line layer is based on a model, the smoothing requirement on the model is higher, one-level smooth is added in general advice, if the model is insufficient or the lens is too close, two-level smooth is added for line rendering, and a shift+right key can exhale a window for quickly selecting the smooth.
Light class:
light layer:
the character Light layer is: character model lighting layer.
The method is unified as follows: 1) The character model is selected except for the parts and loaded into a new layer. The rendering layer is named: light; 2) Using plug-in, the model is first assigned a material ball. Then selecting a model and giving a light material ball; 3) The direct 1 light in rendering is used for polishing the shadow relation of the human; 4) The background color is set to black.
Rendering plain model with lamplight
Note the direction of the light: must be from left to right. Has a certain change of the light-shade relation. But not so deep that the dark portions are too deep;
marble, noise layer:
since the marble layer has 3 layers, the operation needs to be repeated 3 times. Rendering 3 layers.
The method is unified as follows: 1) The character model is selected except for the parts and loaded into a new layer. The rendering layers are named: marble01, marble02, marble03; 2) Using plug-ins, respectively assigning a material ball for the model, and then respectively assigning a material ball for the _marble01, _marble02 and _marble 03; 3) The background color is set to black.
The Noise layer is manufactured in the same way;
eye OCC layer:
eye OCC layer needs to pay attention to switching of the total ray renderer
The method is unified as follows: 1) Selecting the whole character model, loading the character model into a new layer, and respectively naming the rendering layers as follows: eye_occ; 2) Using a plug-in, firstly assigning a material ball to the model, then selecting the model, and assigning a material ball to the model; 3, a step of; setting the background color as black, and using an override storage rendering layer to render by using the preset of the total ray.
Shadow layer: the method is unified as follows: 1) The character model is selected except for the parts and loaded into a new layer. A plane is established as the ground, and rendering layers are respectively named: renwu_shadow; 2) Assigning a material ball to the model and a lambert material to the plane; 3) Clicking rendering finds directional light to establish a light, rotating the X-axis by-90 degrees, checking use depth map shadows, filter size:7, preparing a base material; 4) Right clicking the rendering layer to select Attributes, clicking Shadow in a Presets panel, and presetting the rendering layer; 5) The background color is set to black.
Material class:
Xiuzi_Matte layer:
the character Xiuzi_Matte layer is: a separate black sleeve layer;
the method is unified as follows: 1) The character model is selected except for the parts and loaded into a new layer. The rendering layer is named: xiuzi_Matte; 2) Using a plug-in, and assigning a material ball to the model after assigning a material ball to the model; 3) Setting background color as black
Compared with the prior art, the invention has the following beneficial effects: and using Maya,3dsMax, afterEffect and other software to realize the effect of simulating two-dimensional ink animation by three-dimensional rendering through modifying material nodes and computing language operation. The problems of the manufacturing period and the cost are solved through a three-dimensional rendering two-dimensional mode, the long ink animation can be manufactured in batches, the manufacturing period is shortened, and project manufacturing can be simply and easily completed by using the set node templates.
Detailed Description
The invention is further described below with reference to examples.
The invention provides a rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation.
Maya
And the Paint effect node brush is used, and the parameters of the brush node are modified, an independent controller is added for controlling the thickness change of the Paint effect node, and corresponding textures are used for controlling the style and thickness change of the brush, so that the effect that the three-dimensional model rendering simulates the two-dimensional ink brush is realized.
3dsMax
The parameters of the Pencil+ brush are modified to simulate and control the two-dimensional ink brush to generate the changes of the ink effects such as halation, water stain and the like on the rice paper.
AfterEffect
And the plurality of layers rendered by the software are correspondingly and independently adjusted, and recombined by the software, so that the effects of halation, white left and the like in the two-dimensional ink animation are simulated, and the final sheeting effect of the three-dimensional rendering two-position animation is synthesized.
While the invention has been described with reference to the preferred embodiments, it is not intended to limit the invention thereto, and it is to be understood that the invention is not limited thereto but is capable of modification and development in any such manner as will be apparent to those skilled in the art.

Claims (8)

1. A rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation is characterized by comprising the following steps of: presetting a character line; firstly, the line distribution of a model is needed to be known, the same type of lines are used for classifying clothes, and the preset of loading the lines in the places where ps is used for drawing the attached lines is removed; all models of clothing are categorized into the same type of ton, note that clothing has two sets: the thin and Dry lines;
then, carrying out preset importing and manufacturing of the wires;
reading a well-saved rendering file of the cache before opening, and referring to a line file preset by the reference, wherein attention is paid to the fact that the reference service needs to modify prefix attributes, otherwise, a series of errors are caused;
rendering and typing Mod two words into the prefix, and paying attention to whether the hierarchical relationship is correct or not;
connecting the model and the ton node; firstly, selecting a model needing to be added with lines, selecting a rendering-ton-assignment outline-selecting a line corresponding to the model name, and assigning different lines according to different suffixes;
and sequentially linking the model and the ton preset of the TON_X corresponding to the model name according to the preset Group in the Mod_line, and after all ton preset links are added, a preset plug-in can be used, and clicking the plug-in of the TON after the model is selected to give the model the ton preset.
2. The rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation according to claim 1, wherein: problems with the adjustment of line parameters;
1) thickness-Line width of adjustment Line
2) Thickness variation of internal mapping adjustment Line-Line Width Map
3) Adjustment of line thickness variation: clicking a noise Map in the Line Width Map, and adjusting the Frequency value, wherein the larger the Frequency value is, the denser the thickness change of the Line is, and the smaller the Frequency value is, the smaller the thickness change is;
4) And (3) adjusting the thickness of the brush, namely, global Scale, and selecting a ton panel to find a column of the brush according to the page turning of the upper right corner.
3. The rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation according to claim 2, wherein:
model read cache
A step of firstly assigning a preset of ton and then manufacturing a read cache;
importing a cache, selecting a model needing the cache, and then selecting an animation-geometry cache-importation cache; which models are required to be imported into the cache and have corresponding tables, and the models of characters corresponding to the tables are checked and then are sequentially imported into the cache after being found in the scene; after reading the cache, storing the cache as a rendering file;
setting a rendering layer
After the presetting of the line is finished, a rendering layer is manufactured, firstly, material balls with preset reference are input into a prefix, two Mod words are input, a script is started, a model needing to be endowed is selected by a frame, and the model material balls are endowed according to the corresponding relation of a person corresponding to one set of material balls;
a corresponding set of material balls can be assigned by adding letters which are the same as the Suffix of the material balls in the Name Suffix; the script method is correspondingly applied to color material balls and detail material balls when the lower rendering layer is formed;
setting a renderer: except that the eye oc needs to switch the total ray for rendering, the Maya software rendering is used;
the rendering base layers that generally need to be set fall into four general categories: color, line, light, matte;
color is classified into: part layer, character color (color), character detail color layer (detail), character overflow color layer (push); rendering a background: black file preservation: TGA format
Line is divided into: thick, dry, hat, skin; the rendering layering request of the Line divides the rendering layers according to the number of layers of the Group level of the Line in the Outline; rendering a background: white file preservation: JPG format
Light is classified into: lighting, marble01, marble02, marble03, noise, eyeocc, shadow; rendering a background: black file retention: TGA format
The mattes are divided into: xiuzi_mate; rendering a background: black file preservation: TGA format.
4. A rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation according to claim 3, wherein: how each layer is rendered
Color class:
part layer:
hanging decorations, hairs and waistbands can be made of different decoration parts according to different roles, and the parts are generally models which can be separated in front of the body;
the method is unified as follows: 1) Selecting the whole character model to be rendered, loading the whole character model into a new layer, and naming the rendering layer as the name of the model to be rendered, wherein the name must be according to the name of the model; 2) Selecting all models, assigning a preset material to the models by using plug-ins, selecting components to be rendered, and using the plug-ins to the color material balls; 3) Setting the background color as black;
(Color) character Color layer:
the character color layer is as follows: all character model layers except the part model are removed;
the method is unified as follows: 1) Selecting character models except for parts, loading the character models into a new layer, and naming a rendering layer as follows: color; 2) Selecting a model in the rendering layer, and using a plug-in to the color material ball; 3) Setting the background color as black;
(detail) person detail color layer:
the character detail color layer is as follows: all character model layers except the part model are removed;
the method is unified as follows: 1) Selecting character models except for parts and loading the character models into a new layer; the rendering layer is named: a detail; 2) Selecting a model in the rendering layer, and using a plug-in to a_detail material ball; 3) Setting the background color as black;
(push) person overflow color layer:
since the model shape needs to be changed in consideration of stability of maya and push, another file is generally saved as a push file;
the person overflow color layer is: all character model layers;
the method is unified as follows: 1) Selecting a character model, loading the character model into a new layer, and naming a rendering layer as push; 2) Selecting a model in the rendering layer, and using a plug-in to the color material ball; 3) The shoulder part and elbow part of the model are unevenly pushed out, and a brush sculpt geometry tool tool is used; 4) Setting the background color as black; the range of the brush can be enlarged and reduced by pressing the key B, the brush is selected in the stage of selecting the model, and the model can be expanded by pressing the ctrl+left key; the range of the brush can be adjusted by adjusting the radius value; the strength of the brush can be adjusted by adjusting the openness value; operation selects a default push brush; note that the places of the push are inconsistent as much as possible, have charm, and the size of the push is not too large or too weak; the brush is used for manufacturing push, the cut marks are manufactured by selecting a plurality of models, and the whole selection manufacture easily causes file card death and error reporting.
5. The rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation according to claim 4, wherein: line class:
thick layer:
basic line layer of character
The method is unified as follows: 1) Selecting a character model except for parts and Mod_quick_line in a Mod_line group in an Outliner; loading into a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a thick line and the thickness variation of a noise; 3) Setting the background color as white, paying attention to the thickness change of the line, and keeping the thickness of the two ends thin and the middle thick, so that the whole is not too thick;
dry layer:
the method is unified as follows: 1) Selecting character models except parts and Mod_dry_line in a Mod_line group in an Outliner, and loading the character models and the Mod_dry_line in the Mod_line group in a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a dry line and the thickness variation of a noise; 3) Setting the background color as white;
skin layer:
the method is unified as follows: 1) Selecting character models except parts and Mod_skin_line in a Mod_line group in an Outliner, and loading the character models and the Mod_skin_line in the Mod_line group in a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a skin line and the thickness variation of a noise; 3) The background color is set to be white, the thickness change of the hand line is noted, and the change is not too much or too little according to the structure change of the finger.
6. The rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation according to claim 5, wherein:
hat layer:
the method is unified as follows: 1) Selecting a character model except for parts and Mod_hat_line in a Mod_line group in an Outliner; loading into a new rendering layer; 2) Selecting a character model to be endowed with a white surface loader, and adjusting the thickness of a hat line and the thickness variation of a noise; 3) Setting the background color as white, and taking care that the hat layer is kept thin as a whole and not too thick;
the line layer is based on a model, the smoothing requirement on the model is higher, one-level smooth is added more, if the model is insufficient or the lens is too close, two-level smooth is added for line rendering, and a shift+right key can exhale a window for quickly selecting the smooth;
light class:
light layer:
the character Light layer is: character model lamplight layer;
the method is unified as follows: 1) Selecting character models except for parts, loading the character models into a new layer, and naming a rendering layer as follows: light; 2) Using a plug-in, firstly assigning a material ball to the model, then selecting the model, and assigning a material ball to the model; 3) Using directional light in rendering to light and shade the human; 4) Setting the background color as black;
rendering plain model with lamplight
Note the direction of the light: the dark part is not too deep, but the dark part must be changed from left to right with a certain light-dark relation;
marble, noise layer:
since the marble layer has 3 layers, the operation is required to be repeated for 3 times, and 3 layers are rendered;
the method is unified as follows: 1) Selecting character models except for parts, loading the character models into a new layer, and respectively naming the rendering layers as follows: marble01, marble02, marble03; 2) Using plug-ins, respectively assigning a material ball for the model, and then respectively assigning a material ball for the _marble01, _marble02 and _marble 03; 3) Setting the background color as black;
the Noise layer is manufactured in the same way;
eye OCC layer:
eye OCC layer needs to pay attention to switching of the total ray renderer
The method is unified as follows: 1) Selecting the whole character model, loading the character model into a new layer, and respectively naming the rendering layers as follows: eye_occ; 2) Using a plug-in, firstly assigning a material ball to the model, then selecting the model, and assigning a material ball to the model; 3) Setting the background color as black, and using an override storage rendering layer to render by using the preset of the total ray.
7. The rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation according to claim 6, wherein: shadow layer:
the method is unified as follows: 1) Selecting character models except for parts, loading the character models into a new layer, establishing a plane as the ground, and respectively naming the rendering layers as follows: renwu_shadow; 2) Assigning a matrix material ball to the model and assigning a lambert material to the plane; 3) Clicking rendering finds directional light to establish a light, rotating the X-axis by-90 degrees, checking use depth map shadows, filter size:7, preparing a base material; 4) Right clicking the rendering layer to select Attributes, clicking Shadow in a Presets panel, and presetting the rendering layer; 5) Setting the background color as black;
and a material class.
8. The rendering synthesis method for converting a three-dimensional model into a two-dimensional ink animation according to claim 7, wherein: xiuzi_Matte layer:
the character Xiuzi_Matte layer is: a separate black sleeve layer;
the method is unified as follows: 1) Selecting character models except for parts, loading the character models into a new layer, and naming a rendering layer as follows: xiuzi_Matte; 2) Using a plug-in, and assigning a material ball to the model after assigning a material ball to the model; 3) The background color is set to black.
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