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| Introduction |
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NPR is a one of a set of Reyes Infográfica products: MetaReyes, our pioneering metamuscle (organic) modeling system, ClothReyes, our unique cloth simulating system, SurfReyes, subdivision surface system, JetaReyes, gesture synthesis , DirtyReyes, a weathering tool for 3D objects, and CartoonReyes, an improved product we have just developed which allows you to take advantage of the 3ds max design and animation features in order to make cartoons. So if you enjoy using NPR and have not tried our other products we strongly recommend that you think about the possibility of purchasing some or all of them, as these can greatly improve the performance of 3ds max. For more information about our products, check out our web site at www.reyes-infografica.com or email us at mark@reyes-infografica.com. A
basic knowledge of 3ds max 4 is assumed, which means that you will not
find detailed explanations of the 3ds max 4 editor. Please refer to
your 3ds max 4 manuals if you have any doubts concerning the 3ds max
4 commands. |
| System Requirements |
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| Software Installation |
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1.
Be sure that your Windows 2000/98 is set to allow additions to the
directory containing 3ds max 4. If this is not the case, open the
File manager window and change the directory attributes (or tell the
system manager to do it). 3.
Ensure that the 3ds max 4 program is NOT running. 4.
Insert the CD (in the case of Reyes Pack) and execute the "setup.exe".
You will be asked to type in some information such as user name, etc.
5. The sofware
will be installed automatically in your 3ds max 4 directory. |
| Checking NPR |
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| Authorizing NPR |
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SEND
THE HARDLOCK-ID AND PLUG-IN SERIAL NUMBER WITH YOUR FULL NAME TO REYES
INFOGRÁFICA S.L. BY E-MAIL (auth@reyes-infografica.com), OR FAX (+34
915 400 718). WE WILL SUPPLY YOU WITH THE AUTHORIZATION CODE THAT
YOU WILL HAVE TO ENTER IN THE LICENSE REGISTRATION REQUEST. |
| NPR Render |
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| NPR Render Parameters |
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Use Canvas Color : When we enable this option, a canvas color determined by the user will be employed rather than the color of the render itself. Use
Cartoon Line : Adds a cartoon line effect once the rendering process
is complete. The line parameters will be determined by the CartoonReyes
plugin, included in this version of NPR together with its corresponding
users manual. NPR
calculates where the brushstrokes should be applied on each object
at the start of the animation, so that they will remain as fixed as
possible on the object throughout the animation. This way we can avoid
particles jumping from one frame to another. If the user does not
wish to have this stability with regard to the particles, for instance
to imitate the idea that each frame has been hand-drawn again and
is therefore not identical to the previous frame. For this reason
we have created the following parameters which define a variation
in the position of the brushstrokes and allow the user to decide in
which frames this must occur. Seed Count : Number of different seeds used throughout the animation. The default value of 0 indicates that this characteristic will not be used during the animation and therefore we will avoid the change in position of the particles on the object during the animation. Seed Range : Duration of each seed measured in frames. To understand this more fully we are going to include a simple application example. For instance, if the user selects Seed Count = 3 and Seed Range = 2, the resulting effect will be the following:
That
is to say, in the first two frames the brushstrokes will appear fixed
to the object, in frame 3 the brushstrokes will be renewed so that
the position of the particles will be altered and the same wil happen
in frame 5. Then from frame 7 onwards the particles will return to
the same position as in the first frame and so on. |
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| NPR Render Effects |
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| NPR1 Effects Utility |
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Close
: Closes the NPR1 effects utility. |
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| Layer Manager |
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Edit Layer : Modifies the selected layer. This option will give you access to the Layer Editor. Delete Layer : Deletes the selected layer. Rename Layer : Renames the selected layer. Enable / Disable Layer : Enables / Disables the selected layer. This option allows the user to disable the application of the selected layer so that the NPR effects related to that layer do not appear in the render. Move Up : Modifies the order in which the layers are applied so that the brush strokes of the selected layer will appear below the previouslayer. Move Down : Modifies the order in which the layers are applied so that the brush strokes of the selected layer will appear superimposed on the next layer. Copy
Layers to Objects : This
option allows us to copy the set of layers of the current object to
the other objects in the scene so that these other objects are treated
in the same style as the current object, with the same brush, direction
etc... Deformable
Mesh : This option permits the brushstrokes to be recalculated
if there is a change in the mesh of the object from one frame to another
during the animation, so that the brushstrokes adjust to cover the
new shape. |
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| Editing Layer |
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The Layer Editor can be divided into two clearly defined areas: the parameters that affect the morphology of the brush, such as Stroke, Brush Map, Color, L-Fade, Z- Fade, and the parameters that affect the direction of the brush on the object applied according to the mapping coordinates, the Flow Field Editor. In the top left hand of the editor we can see a 3D viewport which represents the object to which we are going to apply the layer of NPR effects and where we will be able to see the direction of the brush strokes applied. In order to manage the view point we have two options: Orbit view : in order to rotate the current view of the object which we are treating we must keep the left hand mouse key down and at the same time move it to suit our needs. Zoom view : If we wish to get closer or further away from the object we are working with we should press down the left and right side of the mouse at the same time and move the mouse vertically. All the layers have the option to save and load information, so that these parameters can be used at a later stage if needed. Load Layer : allows us to load the parameters from a layer saved previously. The parameters of the current layer will be lost and replaced by those of the layer loaded from the disk. The format of the layers is .npr and can be found in the directory of default layers. Save Layer : allows us to save the information of the current layer on disk. Render Layer : We can use this option to see how the changes carried applied to an object will look. The render will appear in the Flow Field Editor window (bottom left) in the render box. Apply to Object : Using this option the parameters of the current layer will be applied to the object. It is very important to apply the changes to the object because otherwise the parameters will not be saved and we will lose all the changes made up to that moment. |
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| Stroke Parameters |
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Density : With this option the user can choose the density of strokes per object surface. Therefore a high index will mean a greater concentration of strokes and viceversa. To the right of this box we can see an estimate of the number of strokes resulting from the application of the specified density. As an example we can say that a value of 100 will cover the entireobject with strokes and a default value of 50 is usually right in most cases. Number : Allows us to decide the exact number of brushstrokes that will cover the object. We should keep in mind that a low value will not generate enough brushstrokes to cover the object and an excessively high value will make the render much slower and not possibly not achieve the desired effect. Random : Random variation of brushstroke size. This parameter can be used to achieve different effects produced by covering the object with different size brushstrokes.
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| Brush Map Parameters |
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| Color Parameters |
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Canvas Color : This tool will let us use the color of the texture of the actual object as the color for the brushstrokes. Each brushstroke will take on a different color depending on its position on the object we are going to paint. Inverse Canvas Color : Will produce the same effect as the previous option, but the color used will be inverse of the object. Predefined Color : We can also choose a fixed color for all the brushstrokes. This option is often used for hatching when we are trying to achieve a pencil stroke effect or a single color felt-tip pen. Random HSV : Random variation of the following components: Hue, Saturation, Value and color of the brushstroke. Alpha : Indicates the transparency of the brushstroke. A value of 0 will make the brushstroke totally transparent so that it will not be visible in the final render. Random
: Random variation of the transparency of the brushstrokes. Each
brushstroke will increase or decrease its transparency ramdomly depending
on the value assigned to this parameter. |
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| L-Fade Parameters |
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Luminance
Fade In : By using this option we can control the brushstrokes
of the dark areas of the scene. Enable : This parameter will determine whether this luminance effect appears in the render or not. Luminance Fade Out : By using this option we are able to control the brushstrokes with the greatest luminance in the scene. Enable
: This parameter will determine whether this luminance effect
appears in the render or not. |
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| Z-Fade Parameters |
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Depth
Fade Out : In order to use this option we should define the distance
range over which the brushstrokes dissappear in the render, that is
to say, an initial depth value where the brushstrokes will begin to
be transparent and another where they will become totally invisible.
To define this range we use the buttons on the left and right of the
panel which read the distance from the object to the camera in the
current frame. Enable : This parameter will determine if this distance effect is present in the render. Depth Fade In : In order to use this option we must define the range of distances over which the brushstrokes will appear in the render, that is to say an initial depth value where the brushstrokes will begin to be visible and another where they will be totally visible. To define this range we use the buttons on the left and right of the panel to read the distance from the object to the camera in the current frame. For instance if we want the brushstrokes to start disappearing in frame 25 and we want them to be totally invisible in frame 50, we will use Depth Fade Out to achieve this effect. We will position ourselves in frame 25 and we will show the properties of the layer of the object to which we wish to apply the effect. Then once in the thumb index of the Z-Fade (Fade Out) we will use the button on the left to capture the distance from the object to the camera. We will apply the changes with Apply to Object and we will position ourselves in frame 50. Once again we show the properties of the layer and use the button on the right to capture the new distance from the camera to the object. Enable
: This parameter will determine if this distance effect is visible
or not in the render. |
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| Flow Field Editor |
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We have a choice of different view points so that we can observe the different phases in the application of the brushstrokes. Flow Field : Shows a simplified view of the lines that the brushstrokes will follow on the object. In this view is where the line modifiers will be created which will determine the direction of the brushstrokes (Uniform, Point, Source, Segment, Attractor, Vortex). These stroke modifiers will be explained in more detail later. Stroke Map : Shows the strokes of the brush in a more detailed manner marking the directions the brushstrokes will follow in relation to the stroke modifiers. Render
: Shows the final render of the current object with the applied
brushstrokes. Flow Field Parameters Show Modifiers : When using the Flow Field view we can show or hide the stroke modifiers by using this option. Refresh : When we make changes in the Flow Field view we should press this button if we want the changes to be updated in the Stroke Map view and in the 3D object one. Channel ID : This parameter indicates which object mapping channel is used for the direction of the strokes. In fact the initial direction of the strokes before using the stroke modifiers is determined by the way in which the user has mapped the object, being allowed to choose between the channels of the texture of the given object. A maximum of 4 different mapping channels can be used and these channels will coincide with the first four defined in the object. X Tile : Allows the direction of the strokes to coincide on the horizontal borders of the stroke map. Y
Tile : Allows the direction of the strokes to coincide on the
vertical borders of the stroke map. Stroke Modifiers There are various stroke modifiers with which we can change the direction of the brushstrokes on the object to suit our needs. These will be invaluable when we wish to have specific effects on determined areas of the object such as whirlwinds, oblique lines etc... Uniform : This stroke modifier creates a uniform direction along the whole of the stroke map. Point : Modifies the direction of the strokes towards the position where this modifier is located. Source : Produces a deflector effect around the area of influence of this modifier. Segment : Modifies the direction of the strokes along this segment which is defined by clicking with the left hand button on the mouse on a position and dragging it to another. Attractor : Produces an attraction effect around the area of influence of this stroke modifier. Vortex : Creates a spiral effect around the area of influence of this stroke modifier. Once a stroke modifier has been created we will always have the option to change its properties, delete it or even delete all the modifiers of the stroke from the stroke map: Select : Selects a stroke modifier in the stroke map. With this option we can edit the parameters of the selected modifier. Delete : Deletes the selected modifiers. Reset
: Deletes all the modifiers reseting all the parameters of the
Flow Field. |
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| Tutorial: "First steps towards becoming a master" | |
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The NPR1 is a versatile effects tool, so for this exercise we will use a still life scene and render it as if we where painting on canvas. 1.-
To start the tutorial open the scene named "NPRTutorial01.max"
that comes with the NPR1 samples. |
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| Tutorial: "Hatching a hat |
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| Tips & Tricks |
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Remember that NPR1 uses DirectX. Some graphics cards do not support both DirectX and OpenGL simultaneously, and in these cases you will need to change your current max driver from OpenGL to Heidi or DirectX in order to avoid conflict when using NPR1 Reyes. All you need to do is to go to the 3dsmax menu bar "Customize/Preferences/.../Viewports" and check to see what is selected as Currently Installed Driver. If you have OpenGL as your active driver switch it to HEIDI or Direct3D as active driver. You will then be asked to reinitialize 3dsmax and you are in business. Camera Manual Clipping This trick is used when the final result is not what we expected and brushstrokes which were supposed to be in a background layer end up superimposed on the others. In this case, we need to adjust the clipping planes of the camera so that these adapt fully to the size of the scene (bounding box scene). This way the NPR1 will be more precise in the application of the brushstrokes. Z-Margin When the object has many layers we can avoid them mixing by progresively increasing the z-margin value in each of them. Thus we can make sure that each one is drawn at a different distance from the object (different planes). We should remember that the z-margin value must not be modified too abruptly because otherwise we can alter the previously chosen order in the Layer Manager in which we want the layers to be painted. Reduce Flickering As in the previous tip, we are going to use the z-margin to prevent flickering effects on objects. If we find flickering effects on the final render of the animation, this is probably due to the fact that the brushstrokes are too close to the object so we must increase the z-margin value a little. BrushStroke Resolution This should be a minimum of 64x64 and a maximum of 256x256 for better performance of the NPR effects. Soft brush contours are recomended to reduce the aliasing effects.
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| NPR About |
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| CartoonReyes About |
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