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Tech Tip: Illustrate! 5.2

By DMN Staff Writer
Getting smooth curves from your inks. Always remember that Illustrate! is dependent upon the physical geometry of your scene to generate its ink lines. Flaws that can be hidden with the default 3ds max Scanline Renderer will become readily apparent when Illustrate! is applied. Low polygon counts will lead to sharper creases and edges in your models, making it more likely that you'll get unexpected crease and fold lines in your final output. Users tend to look at this as "rendering artifacts", but in fact, most times it is directly related to the angle of your camera and the density of your geometry. Since you want to conserve geometry, a good idea is to create and animate your models at a lower resolution, then apply a MeshSmooth modifier to it before rendering it with Illustrate! to get the smooth lines and shading in the final image.

NOTE: If you want to use the Illustrate! PaintOn modifier to create variable ink line thickness, it MUST go onto the stack AFTER the MeshSmooth modifier in order to maintain the vertex line weights that are painted. You cannot use the MeshSmooth feature where Viewport and Renderer levels are different.

Tip #2: Flash Shaded Output. Our support staff gets a number of calls on how to achieve a shaded output from Illustrate! when rendering to the Shockwave Flash (.SWF) format as several of our gallery examples show.

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Related Keywords:Digimation, Illustrate! 5.2


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