Arnold Tutorial | Spider-Man: Into the Spider-Verse Cartoon Material Shadows Section

Arnold Tutorial  Spider-Man Into the Spider-Verse Cartoon Material Shadows Section cover

In this article, Fox Renderfarm, a renowned Arnold render farm and cloud rendering service provider in the computer graphics business, will present an Arnold tutorial for the Cartoon Material Shadows Section of Spider-Man: Into the Spider-Verse.

The Process and Effect of the Shadows Section

Duplicate the entire node network used for the MidTone.

Spider-Man Into the Spider-Verse Cartoon Material Shadows Section 1

Change the aiToon node from MidTones to Shadows and reapply it to render the model.

Spider-Man Into the Spider-Verse Cartoon Material Shadows Section 2

Click on the ramp node, then delete one of the three originally inside to make it two, and adjust the display position of the white area slightly.

Spider-Man Into the Spider-Verse Cartoon Material Shadows Section 3

Assign the final aiMixShader to the model and render.

Spider-Man Into the Spider-Verse Cartoon Material Shadows Section 4

Go back to the ramp4 node, and change the Type from Circular Ramp to V Ramp. You can see that the small dots have been stretched.

Spider-Man Into the Spider-Verse Cartoon Material Shadows Section 5

Click on the aiRange node again, change Output Min to 0, and Output Max to 0.621 (or any other value).

Spider-Man Into the Spider-Verse Cartoon Material Shadows Section 6

You can also change the orientation of this texture by adjusting the Rotate UV parameter in the place2dTexture node.

Spider-Man Into the Spider-Verse Cartoon Material Shadows Section 7

This concludes the main part of the tutorial. I hope you found it useful. To enhance the rendering performance of Arnold, you may consider using cloud rendering services, such as Fox Renderfarm, to accelerate the rendering of your project.

Source: Thepoly

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In this article, Fox Renderfarm, the CG industry's leading cloud rendering service provider and render farm, will share with you how to use VFace and how to restore effects in the Arnold renderer. The author is CaoJiajun.Firstly I purchased some VFace materials from the official website to get the following files.We will mainly use the above files for this sharing, they are our main materials to make high quality details of the face. VFace provides 2 types of facial models, one for the head with open eyes and one for the head with closed eyes, choose one of them according to your needs. If you are doing a model that needs to be animated with expressions in post, I would recommend choosing the model with closed eyes, as the open eyes model will cause the eyelids to stretch when you do the blink animation. You don't need to worry about this for still-frame work.Let's start with the production process. 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I recommend setting the Depth to 32bit, as you will get more detail of displacement, and keep the color space linear, with Scalar Data ticked (as the displacement map is a color map with 3 channels of RGB, you need to keep the greyscale data).The blend map settings are the same as the color map, but Scalar Data also needs to be ticked (this map is used as a color mask for toning or as a weighting mask).Next we can use the object panel to append our own model in preparation for the transfer of the map.Right-click on any channel and select the Transfer command in the pop-up menu to bring up the menu for transferring the map.In the transfer menu select the channel which needs to be transferred in the first step, set the transfer object in the second step, click on the arrow in the third step, set the size in the fourth step and finally click on the ok button.I generally recommend passing one channel at a time as it is very slow and takes a long time to wait. 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