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Tutorial

Sketch and Toon Module Release 1 Tutorial Manual


2003 MAXON Computer, Inc. All Rights Reserved
Tutorial Development

Kevin Aguirre, Rick Barrett, Chad Hofteig, Josh Miller,


Chris Villa

Scripting

Rick Barrett

Voiceover

Rick Cleber

Layout

Rick Barrett

House Model

Holger Schmann

Plane Model

Artur Bala

Rhino Model

Peter Fendrik

Fruit Bowl Model

Chad Hofteig, Kevin Aguirre

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Adobe and Adobe Photoshop are either registered trademarks or trademarks of Adobe
Systems Incorporated in the United States and other countries.
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TUTORIAL 3

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4 TUTORIAL

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TUTORIAL 5

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6 TUTORIAL

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TUTORIAL 7

Introduction
MAXONs Sketch and Toon module for CINEMA 4D R8 provides the most comprehensive
and easy to use non-photorealistic rendering solution available. To help you quickly
become acquainted with all of the aspects of the application, the Sketch and Toon
tutorial is provided in video format on the Documentation CD. The read along text
provided here is intended as a companion to the video, to aid you in completing the
individual steps. You may wish the watch the entire video for a section, and then follow
the printed documentation as you complete the tasks in that section.
To launch the video tutorial, just insert your Documentation CD and launch the
Sketch Tutorial application. From the menu, choose which section youd like to view.
During the tutorial, watch the QuickTips section in the bottom right for additional
information, file locations and shortcut keys.
At MAXON, we strive to fully equip users to be effective 3D artists. We hope that this
tutorial serves as the foundation for many successful 3D projects.

8 TUTORIAL

TUTORIAL 9

1 Quickstart - Architectural Sketch


In this tutorial, youll learn the following skills:
Basic capabilities and user elements of Sketch and Toon
Using Line and Style presets
Welcome to non-photorealistic rendering with
Sketch and Toon. The Sketch and Toon module
consists of five main functions - lines, cel shading,
art shading, hatching and spot shading. These
functions combine to make Sketch and Toon one of
the most comprehensive NPR tools available.
Later tutorials will provide in depth instruction in
Sketch and Toons shading tools, but this tutorial will
focus on using preset lines and styles to easily create
sketched outlines of your 3D model.
Two basic types of presets can be used with
Sketch and Toon. Line presets include all of the
basic settings that control the appearance of lines
in Sketch. Style presets contain the Sketch effect
settings, including line types, render and shading
settings. Obviously, using these presets can save a
lot of time, and sharing these presets with other
users can help you extend Sketch to include different
creative styles.
To begin using a new Sketch preset, you need to
copy it into the Sketch preset folder. Navigate to
your CINEMA 4D application directory and locate the
Preset folder within Modules\Sketch\Res. Copy the
Cloned Lines.c4d and Cloned Style.c4d files from the
tutorial CD into this folder. After you restart CINEMA
4D, these presets will be available.
Next, youll use these presets to create a sketch of
this house model by Holger Schmann. Open the
House_Start.c4d file from the tutorial CD.

Copy Presets
From:
Tutorial Scenes\1-1 Architect Sketch\
To:
Modules \Sketch \Res\Presets\

Open File:
Tutorial Scenes\1-1 Architect Sketch\
House_ Start.c4d

10 TUTORIAL

Create Sketch Material:


Cloned Lines

Apply Cloned Lines Preset

Apply Cloned Lines Preset

The first thing you will need to create is the Sketch


material. A Sketch material defines the look or
appearance of the lines. In the Materials Manager,
create a new Sketch material. Rename this material
Cloned Lines.
Double click on the newly created material to access
its properties within the Material Editor. Click the
Main tab on the left side of the Material Editor.
Among the Main properties, you will see a drop
down field called Presets. This field automatically
includes any line presets in your Sketch presets
directory. Choose the Cloned Lines preset from the
drop-down. This preset generates blue lines that
vary in thickness and opacity based on the length
of the stroke. Most importantly, the basic line is
also cloned several times with different thickness to
provide a sketchier look.
Open the Render Settings and click the Effects tab.
When you first create a Sketch line material, a Sketch
and Toon Post Effect is added automatically. Select
the Sketch and Toon Post Effect to view its settings.
The settings that are displayed determine how
and where the lines will be drawn, as well as the
rendering and basic shading properties of the Sketch
and Toon effect.

Open Render Settings:


Apply Style Preset

This is where you will apply a Style preset. Select the


Main tab and hit the Load Style button. Navigate
to the Sketch\Res\Presets folder in your CINEMA 4D
application directory. Select the Cloned Style c4d
file and choose Open, which will load that Styles
settings to your scene. This particular style changes
the types of lines drawn in the scene and eliminates
the shading of the house to show the parchment
background.
Dont close the Render Settings just yet. The Style
preset provided doesnt define a Sketch line material
for the appearance of the lines.

TUTORIAL 11

Under the Lines tab you will see a field for Default
Visible, which is the default material that will be
rendered for the visible lines in the scene. Drag and
drop the Cloned Lines material from the Material
Manager to the Default Visible field. Now you have
set which lines to render in the Style preset and
effect settings, as well as the desired appearance of
the rendered lines.
Perform a quick editor render of the scene to view
the results of your work, then move on to the other
tutorials to gain a more in-depth understanding of
Sketch and Toons features.

Specify Default Visible material

Render the Scene

12 TUTORIAL

TUTORIAL 13

2 Technical Illustration
In this tutorial, youll learn the following skills:
Defining basic Sketch line materials
Setting up line types in Sketch effect settings
Defining Visible and Hidden line styles
Rendering splines as lines
Using the Sketch Style tag
Creating technical illustrations from original 3D
drawings is rather simple with Sketch and Toon.
In this tutorial you will learn how to use the line
controls of the Sketch and Toon shader to create
a blueprint type of drawing using this model of a
Woodworking Plane by Artur Bala.
Open the Plane Start.c4d scene file located in the
Tutorial Scenes folder of your Documentation CD.

Open Project File:


Tutorial Scenes\2-1 Tech Illustration\
Plane Start.c4d

Youll begin by setting up the materials that are


going to be used to control the lines drawn by
Sketch.
You are going to create three different materials
to define the three different lines styles in this
scene. The first line will define all of the areas that
are visible from the rendered view. The second
will define the lines that are not visible from the
rendered view. This is any line that the object
obscures.]The third line will define the lines drawn
to represent splines in the scene.
Create a new Sketch material in the Materials
Manager. Rename this material to Visible. This is
going to be the material used to generate the visible
lines on the model.

Create a New Sketch Material:


Visible

14 TUTORIAL

Color:

Red =
255
Green = 255
Blue =
255

Thickness:

Open Render Settings

Background Color:
Red =
0
Green =
0
Blue =
200

Double click on this material to open the Material


Editor. Within the Material Editor select the Color
Properties by clicking the color tab on the left side.
This scene will represent a blueprint, with a blue
background and white lines, so change the color to a
pure white.
Once the Color Properties have been changed,
switch to the Thickness Properties and lower the
Thickness to 1. This will give you a finer stroke.
Open the Render Settings. Activate the Effects tab
and select the Sketch and Toon Effect to display its
properties.
Switch to the Shading tab within Sketch properties
and change the Background color to a dark blue
(R = 0, G = 0, B = 200). Also change the Object
to Background. This will make the object take on
the color of the Background while eliminating any
shading.
If you render now you will see each of the front
facing lines in white on a blue background. The next
few steps will show how to go about adding the
back facing, or hidden lines, of the object to your
render.

Copy Visible Material:


Hidden

Enable Strokes
Enable Pattern
Type: Hidden

Opacity:

50%

Create a copy of the Visible material in the Materials


Manager. Since this is going to be our hidden lines
material rename it to Hidden. Open this material
by double clicking on it in the Materials Manager.
In the Material Editor that appears, select the Strokes
Properties. Activate the Enable checkbox as well as
the Pattern checkbox. To differentiate the visible
lines from the hidden you are going to change the
Type option under the Pattern to Hidden. This preset
generates a basic dashed line.
Next switch to the Opacity Properties and change
the value to 50%. This will add some variation
to the Hidden lines creating the effect of depth
between the Visible and Hidden lines.

TUTORIAL 15

Now that you have created the material for the


hidden lines you need to assign it to the hidden
lines of the object in the Sketch and Toon Post Effect
settings.
Open the Render Settings if they are not already
open. Switch to the Effects section and choose
Sketch and Toon. Once again, these are the Global
render controls for Sketch and are applied to all
objects in the scene.

Open Render Settings

Within the Global Sketch controls there are three


different control levels (Simple, Intermediate, and
Advanced) located in the Main Tab. This allows
you to learn the basics of Sketch without being
overwhelmed with options. As you get familiar
with the parameters in each setting and need more
detailed options you can change the controls to
intermediate or advanced. In this tutorial you are
going to use the Simple settings only.
Activate the Lines Tab within the Sketch and Toon
Effect. This tab allows you to control what types of
lines are rendered and assign different materials to
each type of line. For now you are going to leave
the Types as default.

Switch to Lines Tab

Within the Lines Tab you will see a field for Default
Visible, and Default Hidden. The Visible field
is automatically filled in when you created the
first material but can be changed at any time by
dragging and dropping a new material into the field.
The Default Hidden field is blank by default. This
field defines the material that will be used for the
hidden lines.
To assign your material to it drag the Hidden
material from the Materials Manager and drop
it onto the Default Hidden Field within the lines
section.

Drag Hidden material to Default Hidden field

16 TUTORIAL

Create a new Sketch material:


Spline

Strokes Properties:
Enable Patter
Type: Dash-dot
Color Properties:
Red =
255
Green = 255
Blue =
255
Thickness:

Drag Spline material onto Lines Null

Splines were used to represent the attachment


points of the three bolts in this model. Create one
more material to define the render style of these
splines. Within the Materials Manager, create a new
Sketch Material and rename this material Spline.
Double click on the Sketch material to open the
Material Editor.
Within the Editor you are going to change the Stroke
Pattern, the Color and the Thickness. Click on the
Strokes Properties and activate Pattern. Choose the
Dash-dot preset from the Type dropdown. Switch to
the Color tab and change it to a pure white. Switch
to the Thickness tab and lower the value to 1 in
order to match your other lines.
The Spline material can be applied via the Render
Settings, but this is a Global setting and would apply
to all of the splines in the scene. We only want the
splines within the Lines Null to be rendered in this
style. To accomplish this, drag and drop the Spline
material from the Materials Manager and drop it
onto the Lines Null.
The tag that is created is a Sketch Style Tag. This tag
allows you to override the global settings and apply
specific materials or Sketch options to individual
objects or groups of objects, much like the common
material application in CINEMA. Select the Sketch
Style Tag that is applied to the Lines Object.

Sketch Style Tag:


Lines Tab: Activate Splines
Main Tab: Activate Include Children

In the Attributes Manager you will see options that


are identical to the setting in the Render Settings.
These settings can be changed independent of the
Global settings, allowing you greater control over
the lines on a per object basis. Activate the Splines
checkbox under the Lines tab. Switch to the Main
Tab in the Attributes Manager and activate the
Include Children checkbox. Now Sketch will render
splines within the hierarchy to which the Style tag is
attached.

TUTORIAL 17

Once again, open the Render Settings if necessary


and switch to the Effects tab. Select the Sketch and
Toon Effect and activate the Lines tab. Select the
Spline type in addition to the default lines. This will
cause the splines in the lower right corner to be
rendered in the default style.

Render Settings / Sketch Effect:


Lines Tab: Activate Splines

Switch to the output tab and choose your desired


resolution. Make sure the frame is set to Current
Frame, so only a single frame is rendered.

Render Settings:
Output Tab: Set Resolution
Range: Current Frame

On the Save tab, choose a file format and


destination for the rendered file.

Render Settings:
Save Tab: Set file format & destination

Finally, render your finished blueprint to the Picture


Viewer.

Render finished scene

18 TUTORIAL

TUTORIAL 19

3-1 Rhino Lines


In this tutorial, youll learn the following skills:
Advanced line settings and styles
Using the Sketch Render tag
Its easy to create classic cartoon looks for your 3D
scenes using the lines, cell shading and art shading
of Sketch and Toon.
In this tutorial, youll learn how to create this
cartoon rendering of a Rhino character designed by
Peter Fendrik.
Open the Rhino_Start.c4d file from the Tutorial
Scenes folder on the CD.

Open Project File:


Tutorial Scenes\3-1 Rhino Lines\
Rhino_Lines_ Start.c4d

The first thing you will need to create for this scene
is the lines. These lines that you will create with
Sketch will give the look of a hand drawn image.
From within the Materials Manager create a Sketch
material. Double click on the Sketch material to open
its settings into the Material Editor.

Create a New Sketch Material

You will only need to change one parameter in this


material. Select the Thickness text from the left side
of the editor to display the properties related to line
thickness.
Lower the Thickness to 1 so Sketch will draw thin
lines for the entire scene.
Open the Render Settings and click the Effects tab.
When you created the Sketch material a Sketch and
Toon effect was automatically generated within the
Effects tab of the Render Settings. The properties of
this effect define the global line settings, so its from
within this effect that you will specify how Sketch
will draw the lines for this scene. Select the Sketch
and Toon effect from the list of Post Effects to edit
its settings.

Thickness:

Open Render Settings


Sketch Effect Settings

20 TUTORIAL

Render Settings / Sketch Effect:


Main Tab: Control Level - Advanced

Render Settings / Sketch Effect:


Lines Tab - Enable:
Folds
Creases
Angle
Intersections

After selecting the Sketch and Toon effect several


tabs will be displayed for each set of properties.
Select the Main tab and change the Control Level to
Advanced, which will give you access to a lot more
complex parameters of Sketch.
Select the Lines tab, which contains options for
all the Line types Sketch will render. Enable the
following Line Types: Folds, Creases, Angle and
Intersections.
Folds is the most basic line type, and includes the
lines defining all front and back facing edges.
Creases are edges defined by the phong tag and
phong edge breaks. Any edge marked as an edge
break or between polygons separated by more than
the phong angle will be rendered as a crease.
Angle is similar to creases, but allows you to specify
a minimum and maximum breaking angle.
Intersections are lines that occur at intersections
between objects, or between polygons within an
object.
You might have noticed that as you enabled each
Line Type, options became available for each Line
Type. This is where you will define exactly how the
Lines will be rendered.

Render Settings / Sketch Effect:


Lines Tab:
Fold Direction: Front to Back

Under the Fold section in the Lines tab you will see
an option for which direction the fold lines will be
rendered. You are going to want to switch the Fold
Direction to Front to Back, which means that the
fold lines will be calculated from the front of the
object to the back.

TUTORIAL 21

The Crease section can be left at its default setting


of 10 degrees. This causes Sketch to ignore phong
breaks of less than 10 degrees so irregular shading
of a flat surface wont cause additional creases to
appear. In the Angle section, Change the Min. and
Max. settings to 48 and 89 degrees respectively. This
will generate a line for every angle on the geometry
that is greater than or equal to 48 degrees and is
less than or equal to 89 degrees.
In the Intersections area change the Objects from
Self to Scene and enable Self-Intersection. This will
calculate lines whenever there is an intersection of
geometry with another piece of geometry in the
scene. The feet of the Rhino are slightly intersecting
the floor of the scene, so a line will be rendered
outlining the feet of the Rhino around the floor.
Select the Render tab and change the Line AA
to Normal. Because Sketch is a Post Effect, no
antialiasing is performed when CINEMA 4Ds AA is
set to None or Geometry. Setting Sketch Line AA to
Normal will cause Sketch to perform a normal level
of antialiasing on the lines even when CINEMA 4Ds
antialiasing is disabled. Also, lower the Thickness
Scale to 80%, which will scale down the thickness of
the entire scenes lines to give more of a hand drawn
effect.
Now select the Shading tab and change Object to
Shading. This will allow Sketch to shade objects in
the scene with any Cinema material applied to them
as opposed to shading the objects with one flat
color.
Change Model to Gradient, so the shading of the
objects in the scene will be illuminated with a user
defined gradient and not by a certain number of
steps. Alterations to the gradient itself will not be
necessary for this exercise.

Render Settings / Sketch Effect:


Lines Tab:
Creases: 10 degrees
Angle Min: 48 degrees
Angle Max: 89 degrees

Render Settings / Sketch Effect:


Lines Tab:
Intersections Objects: Scene
Enable Self Intersection

Render Settings / Sketch Effect:


Render Tab:
Line AA: Normal
Thickness Scale: 80%

Render Settings / Sketch Effect:


Shading Tab:
Object: Shading
Model: Gradient

22 TUTORIAL

Render Settings / Sketch Effect:


Editor Display Tab:
Display: 3D Lines
Line Types - Enable:
Angle
Folds
Creases
Intersections

Add a Sketch Style Tag to Left Landscape

Attributes Manager / Sketch Style Tag:


Main Tab: Control Level - Advanced

Attributes Manager / Sketch Style Tag:


Lines Tab - Enable:
Angle
Intersections
Folds
Creases
Countour

Attributes Manager / Sketch Style Tag:


Lines Tab
Fold Direction: Front to Back
Creases Min: 1 degree
Angle Min: 35 degrees
Angle Max: 95 degrees
Intersection Objects: Scene
Enable Self Intersection

The render settings for Sketch are setup. If you


would like to view how your lines will look in the
scene select the Editor Display tab and enable Show
Lines. Switch the display to 3D lines so only the lines
visible to the camera are shown. You will want to
only enable the line types that you setup in the Lines
tab so enable only the following line types: Angle,
Intersections, Folds, and Creases. This will give you
an accurate representation of what your lines will
look like when they are rendered.
For the most part the lines are now set up, but
there are still some things that need to be altered
on a per object basis. For example, the current line
settings are not ideal for the landscapes in the scene.
To fix this you can use a Sketch Style tag to define
individual line settings for the landscapes. Select the
Left Landscape and from within the Object Manager
add a new Sketch Style Tag.
The Sketch Style tag provides the same options in
the Attributes Manager as the Sketch effect provides
within the Render Settings. Make sure the Control
Level in the Main tab is set to Advanced. Youll
notice theres also a Mix option in the Main tab. In
addition to replacing the global line settings, the
lines defined in each style tag can be mixed with
those created by the global settings.
Under the Lines tab you are going to want to enable
the following Line Types: Angle, Intersections, Folds,
Creases, and Contour. The Contour line type renders
lines based on the object contour from a specific
viewpoint.
Under the Fold section change the Fold Direction to
Front to Back. In the Crease section lower the Min
to 1 degree. For the Angle section change the Min.
and Max. settings to 35 and 95 degrees respectively.
Set the Intersections Objects to Scene and make sure
that Self-Intersection is enabled.

TUTORIAL 23

In the Contour section leave the Mode set to


Position so Sketch will base the calculations for the
Contour lines on the objects position. Change the
Position to View Z and all the other default settings
for this section are fine.

Attributes Manager / Sketch Style Tag:


Lines Tab
Contour Position: View Z

When you created the Sketch style tag, a new


default Sketch material was created automatically.
Because this scene will use the same line style for all
objects, youll want to use the Sketch material we
created previously for this style tag.
Apply the original Sketch material to this style tag by
dragging it from the Material manager and dropping
it onto the Default Visible field. You can then delete
the Sketch material that was automatically created.
Copy this Style tag to the Right Landscape object so
both objects are rendered with these settings. While
holding the control key, click and drag the Style tag
to the Right Landscape object.
Finally, the tail object requires a lot of calculation
time due to its geometry, and doesnt need lines
because it will be shaded black later in this exercise.
To reduce render times, you can omit this object
from the Sketch line calculations. Find the tail object
in the Rhino hierarchy and apply a Sketch Render
Tag. In the Attributes Manager, deactivate the Allow
Lines checkbox.
You can further optimize the scene by omitting
the background plane from Sketch calculations.
Copy the render tag to the Plane object and make
sure Allow Shading and Allow Lines are disabled.
This plane object is only used for the sky in the
background and does not need to be calculated for
Sketch shading or lines.
That completes the setup of lines for this scene.
In the next section, youll tackle the cel shading
aspects of the scene.

Attributes Manager / Sketch Style Tag:


Lines Tab
Default Visible: Sketch Mat

Copy style to Right Landscape

Add Sketch Render tag to Tail


Attributes Manager: Sketch Render Tag:
Deactivate Allow Lines

Copy render tag to Plane object


Deactivate Allow Shading
Deactivate Allow Lines

24 TUTORIAL

TUTORIAL 25

3-2 Rhino Cel Shading


In this tutorial, youll learn the following skills:
Using the Cel Shader
Cel Shader Illumination models and shadows
Using individual lights for cel shader illumination
Applying bump maps to cel shaders
In this section, youll add cel shaders to the Rhino in
order to give it a cartoonier look.
Open the Rhino_Cel_Start.c4d scene file from the
CD.
You can use Material Groups to easily organize
and keep track of all your materials. Create a new
Material Group from the Material Manager and
name the group Cel Shaders.
With the Cel Shaders group selected, create a
new material. The new material will be placed
automatically into the group you have selected.
Rename this material to Rhino Skin.
Double-click on the material to open it in the
Material Editor and enable only the Luminance
channel.
Select the Luminance channel to display its settings.
Add the Cel Shader to the channel by clicking on the
right triangle next to the texture field and selecting
the Cel Shader from the drop-down menu.

Open Project File:


Tutorial Scenes\3-2 Rhino Cel\
Rhino_Cel_ Start.c4d

Create a New Material Group:


Cel Shaders

Create a New Material:


Rhino Skin

Rhino Skin Material:


Enable only Luminance Channel

Rhino Skin Material - Luminance:


Texture: Cel Shader

Click the Cel Shader text that is now displayed in the


texture field to view the shaders parameters.
By default the Cel Shader illuminates an object
relative to the position of the Camera. Since the
scene is already lit, you will want to disable the
Camera checkbox and enable the Lights checkbox.
Now the Cel Shader will illuminate from the lights
position instead of the cameras position.

Rhino Skin - Cel Shader:


Disable Camera
Enable Lights

26 TUTORIAL

Next you will want to change the color of the Diffuse


gradient to a more suitable rhino skin color. You will
only need two knots for this gradient so click on the
knot farthest to the right and drag it away from the
gradient in any direction. This will remove the knot
from the gradient.
Rhino Skin - Cel Shader:
Diffuse Gradient - Knot 2
Red =
190
Green = 190
Blue =
190
Pos =
45%

Rhino Skin - Cel Shader:


Diffuse Gradient - Knot 1
Red =
160
Green = 160
Blue =
160

Copy Rhino Skin Material:


Inner Ear

Inner Ear - Cel Shader:


Diffuse Gradient - Knot 1
Red =
255
Green = 193
Blue =
193
Pos =
0%

Inner Ear - Cel Shader:


Diffuse Gradient - Knot 2
Red =
255
Green = 168
Blue =
168
Pos =
53%

Copy Inner Ear Material:


Ivory

Next, double-click on the second knot and change


the color to a light gray color, such as Red equals
190, Green equals 190, Blue equals 190.
Position the knot at 45% of the gradient. You can
enter this numerically by expanding the arrow on the
far left side of the gradient and entering 45 into the
Pos field.
Double-click on the first knot and change the color
to the following settings: Red equals 160, Green
equals 160, and Blue equals 160. The position of this
knot is not really important as long as it is on the left
side of the light gray knot.
The Rhino Skin material is now finished, but the
other materials for the Rhino still need to be created.
Copy the Rhino Skin material and rename the copied
material to Inner Ear.
Click on the Cel Shader text to open the shaders
settings. The only settings that need to be changed
for this material are the colors for the knots on the
Diffuse gradient. Double-click on the first knot and
change the color to a light pink with the following
settings: Red equals 255, Green equals 193, and Blue
equals 193.
Next, double-click on the second knot and change
the color to the following settings: Red equals 255,
Green equals 168, and Blue equals 168. Position this
knot at 53% of the gradient. This gradient should go
from a light pink to a darker pink.
Now you need to create a material for the horn and
toenails of the Rhino. Create a copy of the Inner Ear
material and rename it to Ivory.

TUTORIAL 27

Once again click on the Cel Shader text to open up


the shaders settings.
Double-click on the first knot and change the color
to the following settings: Red equals 254, Green
equals 232, and Blue equals 180.
Now double-click on the second knot. Use a lighter
saturation than the color used in the first knot, such
as: Red equals 255, Green equals 250, and Blue
equals 232.
To give this material a little more detail you are
going to want to insert another knot into the
gradient. Click on the area of the interface right
below the gradient and in between the other two
knots. Change the color of this knot to the following
settings: Red equals 254, Green equals 239, and
Blue equals 203.
Place the first knot at 24% of the gradient, the
second at 40% of the gradient, and the third knot
at 58% of the gradient. That completes the settings
that needed to be changed for this material.

Ivory - Cel Shader:


Diffuse Gradient - Knot 1
Red =
254
Green = 232
Blue =
180
Pos =
24%

Ivory - Cel Shader:


Diffuse Gradient - Knot 2
Red =
255
Green = 250
Blue =
232
Pos =
40%

Ivory - Cel Shader:


Diffuse Gradient - Knot 3
Red =
254
Green = 239
Blue =
203
Pos =
58%

Create a copy of the Rhino Skin material. This


material will provide shading for the tail of the
rhino, so rename it Tail Hair.

Copy Rhino Skin Material:


Tail Hair

Double-click this material to view its settings in


the Material Editor. Select the Cel Shader in the
Luminance channel to edit its properties.

Tail Hair - Cel Shader:


Diffuse Gradient - Knot 1
Red =
85
Green = 85
Blue =
85
Pos =
23%

Next, youll change the color and position of the


gradient knots to achieve the desired look for this
shader. Double-click the first knot and change the
color to Red equals 85, Green equals 85, Blue equals
85. Also position this knot at 23%.
Double click the second knot and change its color to
pure black. Position this knot at 37% of the gradient.
Create another copy of the Rhino Skin material and
rename it Left Eye. Click on the Cel Shader text to
access the shaders settings.

Tail Hair- Cel Shader:


Diffuse Gradient - Knot 2
Red =
0
Green =
0
Blue =
0
Pos =
37%

Copy Rhino Skin Material:


Left Eye

28 TUTORIAL

Left Eye- Cel Shader:


Diffuse Gradient - Knot 1
Red =
255
Green = 255
Blue =
255
Pos =
17%

Left Eye - Cel Shader:


Diffuse Gradient - Knot 2
Red =
0
Green =
0
Blue =
111
Pos =
75%
Left Eye - Cel Shader:
Diffuse Gradient - Knot 3
Red =
89
Green = 89
Blue =
255
Pos =
80%
Left Eye - Cel Shader:
Diffuse Gradient - Knot 4
Red =
0
Green =
0
Blue =
0
Pos =
98%

This shader is going to be a little more complex than


the previous ones. Change the color of the first knot
to pure white and the second knot to pure black.
Next, insert two more knots in between the already
existing ones. Now change the color of the newly
created second knot by entering these settings into
the color picker: Red equals 0, Green equals 0, and
Blue equals 111. Also change the color of the third
knot to the following settings: Red equals 89, Green
equals 89, and Blue equals 255.
The last thing you need to do to the Diffuse gradient
is reposition the knots. Position the first knot at 17%
of the gradient, the second knot at 75%, the third
knot at 80%, and the forth knot at 98%. The display
of the shader should resemble that of a blue eyeball.
Enable the Specular checkbox to simulate that
cartoonish wet look in the eyes. Once you enable the
Specular checkbox the Specular gradient will become
active. Remove the second knot from the gradient.

Left Eye- Cel Shader:


Enable Specular

Change the rightmost knot to solid white and


position the knot at 98% of the gradient.

Left Eye - Cel Shader:


Specular Gradient - Knot 2
Red =
255
Green = 255
Blue =
255
Pos =
98%

Because you are using a light to determine the


illumination source of this material, you can specify
which lights you want to include in the illumination.
Switch Use Lights from Exclude to Include and then
drag and drop the Left Eye Target light into the
Lights field. Now this material will only calculate its
illumination from the Left Eye Target light.

Left Eye- Cel Shader:


Use Lights: Include
Lights Field: Left Eye Target light
Copy Left Eye material:
Right Eye

Since the Rhino has two eyes you will need to copy
the Left Eye material and place the Right Eye Target
light into the Lights field of the copied material.
Copy the Left Eye material and rename it to Right
Eye.

Left Eye- Cel Shader:


Light field: delete Left Eye Target
Light field: Right Eye Target light

Open the Cel Shader settings and delete the Left Eye
Target from the Lights field. Drag and drop the Right
Eye Target into the Lights field.

Copy Rhino Skin material:


Grass

Make one last copy of the Rhino Skin material and


rename it to Grass.

TUTORIAL 29

Before editing the parameters of the Cel Shader you


will need to add some noise to the bump channel.
Enable the Bump channel and select the Bump text
to view the channels settings. Add a Noise shader to
this channel by clicking on the right triangle next to
the texture field and selecting Noise from the drop
down menu.
Click on the Noise text to edit the shaders settings.
The only setting that needs to be changed is the
Global Scale. Enter 15% into the Global Scale field.
Now return to the Luminance channel and the Cel
Shader settings. Insert two more knots into the
Diffuse gradient creating a total of four knots.
Change the knots to the following colors;
First knot: Red equals 139, Green equals 153, Blue
equals 60, Second knot: Red equals 149, Green
equals 166, Blue equals 55, Third knot: Red equals
177, Green equals 196, Blue equals 77, and the Forth
knot: Red equals 193, Green equals 176, Blue equals
57.
Position the knots at the following positions: First
knot at 0%, Second knot at 15%, Third knot at 54%,
and the Fourth knot at 96%.
The Rhino is going to need to cast a shadow onto
the grass below him. In order to do that you will
have to enable the Shadows option and specify a
color for the shadow which will be dropped onto the
material. Enable Shadows and the Shadow gradient
will become active.
Remove all the knots from the Shadow gradient
except for one. With the last remaining knot change
its color to the following settings: Red equals
37, Green equals 81, and Blue equals 32. This will
produce a dark green shadow on the grass material.
Make sure to change the Shadows drop-down to
Color. This option uses the Shadow gradient to
determine the appearance of the shadow.

Grass Material:
Enable Bump
Grass Material - Bump Channel:
Texture: Noise shader

Grass - Noise Shader:


Global Scale: 15%
Grass - Cel Shader:
Diffuse Gradient - Knot 1
Red =
139
Green = 153
Blue =
60
Pos =
0%

Grass - Cel Shader:


Diffuse Gradient - Knot 2
Red =
149
Green = 166
Blue =
55
Pos =
15%

Grass - Cel Shader:


Diffuse Gradient - Knot 3
Red =
177
Green = 196
Blue =
77
Pos =
54%
Grass - Cel Shader:
Diffuse Gradient - Knot 4
Red =
193
Green = 176
Blue =
57
Pos =
96%

Grass - Cel Shader


Enable Shadows

Grass - Cel Shader:


Shadow Gradient - Knot 1
Red =
37
Green = 81
Blue =
32
Pos =
0%
Grass - Cel Shader:
Shadows: Color

30 TUTORIAL

Grass - Cel Shader:


Enable Use Bump

Apply Rhino Skin material to Body object

Apply Inner Ear material to Body object


Restrict to Inner Ear Selection

Apply Ivory material to Body object


Restrict to Horn and Toenails Selection

Apply Tail material to Tail object

Apply Left Eye material to L Eye object


Apply Right Eye material to R Eye object

Apply Grass material to Floor object

If you look at the display of the material at this point


it looks a bit too smooth. This is because the cel
shader hasnt taken the Bump channel into account
yet. Enable the Use Bump option so the cel shader
will use the bump map that you created a little
earlier.
Now that the cel shaders have been set up, they
need to be applied to the appropriate objects in the
scene. Drag and drop the Rhino Skin material onto
the body object in the Object Manager.
Next, drag and drop the Inner Ear material onto the
body object just like before. But this time you will
need to restrict the material to the inner ear section
of the Rhino. Select the Texture tag for the Inner
Ear material and under the Tag tab of the Attributes
Manager type Inner Ear into the Selection field.
Apply the Ivory material to the body object as well.
This material needs to be restricted to just the horn
and toenails of the Rhino. So select the Texture tag
for the Ivory material and type in Horn and Toenails
into the Selection field.
Next, apply the tail material to the tail object. No
restrictions are necessary for this texture.
Drag and drop the Left Eye material onto the L Eye
object in the Object Manager. Also drag and drop
the Right Eye material onto the R Eye object.
The last material that needs to be applied to the
scene is the Grass material. Just like before drag and
drop the Grass material onto the Floor object.
Now your render will begin to look more complete.
The final step in creating this scene will be to use
Sketch and Toons Art Shader to shade the landscape
in the background.

TUTORIAL 31

3-3 Rhino Art Shading


In this tutorial, youll learn the following skills:
Shaded sphere concept
How to create a shaded sphere for use with the Art Shader
Art Shader application and settings
Often artists use a shaded sphere to determine how
to shade a drawing that is nothing but outlines.
From this shaded sphere they can gather where
the light is coming from, how long / short the
falloff should be, and how much illumination the
object should receive. In the same way, Sketch and
Toons Art Shader translates a shaded sphere into
an illumination and shading model for 3D objects.
This shader does not use any of the lights used in
the scene because the shader bases its illumination
from a texture map.
The method used to create one of these shaded
sphere texture maps is very important in achieving
the desired results. This section will guide you in
developing a shaded sphere and using it with the
Art Shader to illuminate the landscape in the Rhino
scene.
Create a new scene and add a sphere primitive.
This sphere will serve as the basis for your shading
model.
You need to now create the illumination for the
shader. Add a light to the scene, then change
the light Type to Spot (Round) and increase the
Brightness to 120%. You will also need to activate
the Details tab and change the Outer Angle to 60
degrees.
Position this light with the following coordinates: X
= 155, Y = 462, Z = -285, H = 30, and P = -55. This
will illuminate the sphere from the upper left-hand
section of the image that you will be creating.

Create a new scene


Create a Sphere primitive

Create a light:
Type: Spot (Round)
Brightness: 120%
Details Tab - Outer Angle: 60 degrees

Position light:
X=
155
Y=
462
Z=
-285
H=
30
P=
-55
B=
0

32 TUTORIAL

Create a new material


Material - Specular Channel:
Height: 50%
Apply Material to Sphere object

Create a Camera
Position Camera:
X=
148
Y=
76
Z=
-148
H=
45
P=
-20
B=
0
Render Settings - Output Tab:
Resolution: 200 x 200

Render Settings - Save Tab:


Format: JPEG
Path: <your path>/Art Sphere.jpg

You will want to add a material to the sphere with


a hotter specular, so create a new material. Double
click on the material to access all of its parameters in
the Material Editor.
Select the Specular channel and change the Height
to 50%. That is the only change you need to make
to the material. Drag and drop the material onto the
Sphere object in the Object Manager.
Create a Camera for the scene. Position the camera
with the following coordinates: X equals 148, Y
equals 76, Z equals -148, H equals 45, and P equals
-20. After you setup the Render Settings for this
scene the sphere will fill up the entire portion of the
rendered image.
Open the Render Settings. In the Output section
change the Resolution to 200 x 200. The resolution
of the image is not important, only the placement
of the sphere and the shading within the sphere is
important.
Switch to the Save parameters and change the
Format to JPEG. Choose a valid render path and save
the image as Art Sphere.

View Panel: Cameras > Scene Cameras >


Camera

Make sure you are looking through the camera that


was created earlier. Choose Camera from the Scene
Cameras submenu of the Viewports Cameras menu.

Render to Picture Viewer

Now render the image.

Stylize sphere

You can then load the rendered image into


BodyPaint 3D or Adobe Photoshop to add filters and
further stylize the shading. This image was modified
in Photoshop using the Liquefy filter to create the
basic shading sphere that will be used in the Rhino
scene.

TUTORIAL 33

Open the the Rhino_Art.c4d from the CD.


To keep the scene organized, youll create a material
group for the Art Shader just like you did for the Cel
Shaders. From the Materials Manager create a new
material group and rename this material group Art
Shader.
Within the Art Shader material group, create a new
material and rename this material Landscapes.
Double click on the newly created material to access
all of its parameters in the Material Editor.
Enable only the Luminance channel. Apply the Art
Shader to the Luminance channel by clicking on the
right triangle next to the texture field and selecting
the Art Shader from the drop-down menu.
Click on the Art Shader text to access all of the
properties of the shader. Apply a Colorizer shader by
clicking on the right triangle next to the texture field
and selecting the Colorizer from the drop-down
menu. The Colorizer will be used to add the desired
brown coloring to the default grayscale shading
sphere you created earlier.
Click the Colorizer text to access its properties and
add the Art Sphere into the texture path. Click the
browse button to the far right of the Texture field
and select the Art Sphere.jpg from the CD.
Now you can use the gradient to apply coloring to
the grayscale sphere. Double click on the second
knot of the gradient to chose a different color, enter
the following settings: Red equals 184, Green equals
128, and Blue equals 71.
Double click on the third knot and enter the
following settings: Red equals 220, Green equals
193, and Blue equals 167. Position the knots as
follows: First knot at 14%, Second knot at 79%, and
the Third knot at 100%.

Open project file:


\\Tutorial Scenes\3-3 Rhino Art\
Rhino_ Art_ Start.c4d
Create a new material group:
Art Shader

Create a new material:


Landscapes

Landscapes:
Enable only Luminance channel
Luminance - Texture field:
Art Shader

Landscapes - Art Shader:


Texture: Colorizer

Landscapes - Colorizer Shader:


Texture: Art Sphere.jpg

Landscapes - Colorizer Shader:


Gradient - Knot 1
Red =
0
Green =
0
Blue =
0
Pos =
14%
Landscapes - Colorizer Shader:
Gradient - Knot 2
Red =
184
Green = 128
Blue =
71
Pos =
79%
Landscapes - Colorizer Shader:
Gradient - Knot 3
Red =
220
Green = 193
Blue =
167
Pos = 100%

34 TUTORIAL

The Art Shader now has illumination and shading


information from the Art Sphere image, coupled
with color information from the colorizer shader.
The illumination for this shader will be calculated
from the top of the screen, but that will produce a
flat look for the landscapes. You could recreate the
Art Sphere with different illumination, but to save
time you can also rotate the shading sphere within
the Art Shader. Navigate back to the Art Shader by
hitting the back arrow in the Material Editor.
Landscapes - Art Shader:
Rotation: 45 degrees

Apply Landscapes material to L Landscape


Apply Landscapes material to R Landscape

Render your project

Enter a rotation value of 45 degrees in the Art


Shader to rotate the image counter-clockwise. Now
the illumination will be calculated from the left-front
area of the scene, which will give more depth to the
landscapes.
Now that the Art Shader for the Rhino scene is set
up, you can apply it to the Landscapes in the scene.
Apply the Landscapes material to the Left and Right
Landscape by dragging and dropping the material
onto the object in the Object Manager.
Finally adjust your Render Settings and render a
frame to view the final result of your efforts.

TUTORIAL 35

4 Fruit Bowl Sketch - Hatch Shader


In this tutorial, youll learn the following skills:
Defining Hatch Shader stroke
Setting up the Hatch shader
Now that youve learned to create the toon look, its
time to discover the techniques used to give your 3D
scenes a hand-drawn sketch look. This tutorial will
use Sketch & Toons Hatch shader to create this fruit
bowl sketch.
Open the Fruit_Bowl_Start.c4d scene file from the
CD.

Open project file:


\\Tutorial Scenes\4-1 Fruit Hatching\
Fruit_Bowl_ Start.c4d

Youll begin by using Sketch and Toons Hatch shader


to create the materials for this scene. You can use
Material Groups to easily organize and keep track of
all your materials. Create a new Material Group from
the Material Manager and name the group Fruit.

Create a new material group:


Fruit

With the Fruit group selected, create a new material.


The new material will be placed automatically into
the group you had selected. Rename this material
Apple.
Double-click on the material to open it in the
Material Editor. Uncheck the Color and Specular
checkboxes that are enabled by default and enable
only the Luminance channel.
Select the Luminance channel to display its settings.
Add the Hatch Shader to the channel by clicking
on the right triangle next to the texture field and
selecting Hatch from the Sketch submenu.
Select the Hatch Shader text that is now displayed in
the texture field to open its settings.

Create a new material:


Apple

Apple Material:
Enable only Luminance channel

Apple - Luminance channel:


Texture: Hatch Shader

36 TUTORIAL

Apple - Hatch Shader


Texture: Tutorial Scenes\
4-1 Fruit Hatching\PencilMark_2.tif

The Hatch Shader works by duplicating an image


or texture over the objects to which the material is
applied. In this tutorial a single brush stroke image
will be used. You can use a single stroke, multiple
strokes, or any other black and white image you
prefer. When creating images for use with the Hatch
shader, make sure you crop out any excess areas that
are not part of the actual stroke. This will generate
strokes that are closer together.
Next, enable the Tile UV option in the Hatch Shader.
This option eliminates visible edges that may appear
when setting tiling in the Texture tag. Because youll
tile the hatches onto each object, youll want to
make sure to eliminate the lines between each tile.

Apple - Hatch Shader


Enable Tile UV

Try to maintain Scale values of 100% or greater


whenever possible. The Scale values in the Hatch
Shader cause more strokes to be added to the
calculation, which will increase render times. In
most situations you can achieve the same result by
tiling the material in the objects Texture tag and
leaving the scale set to 100%.
Apple - Hatch Shader
Density:

100%

Apple - Hatch Shader


Enable Crosses
Cross Rotation: 45 degrees

Apple - Hatch Shader


Color Tab - Dark Strokes
Red =
175
Green = 50
Blue =
50
Color Tab - Light Strokes
Red =
220
Green = 150
Blue =
150
Color Tab - Background
Red =
250
Green = 235
Blue =
235

Now, change the Density values, which control


the number of strokes that are generated. For this
material we are going to change the Density to
100% for a more compact hatching effect.
Finally, activate the Crosses option and change the
cross rotation to 45 degrees. This will create cross
hatching strokes at a 45 degree angle to the main
horizontal strokes.
Next, switch to the Color Tab within the Hatch
Shader. The color tab allows you to define the Dark
and Light strokes as well as the Background color
used by the shader. To give the appearance of a red
apple, all of these colors will be a variation of red for
this material. Change the values for the Dark Strokes
to Red equals 175 Green equals 50 Blue equals
50. Change Light Strokes to Red equals 220 Green
equals 150 Blue equals 150, and Background to Red
equals 250 Green equals 235 Blue equals 235.

TUTORIAL 37

Switch to the Illumination Tab. By default only the


Dark strokes are active. Activate the Show Light
Strokes option.
The next option for Shade Levels controls how many
stroke passes are rendered. More passes will create
a more gradual transition between color variations.
Increase this value to 2 in order to get a smoother
color transition in this material.
The rest of the settings in this tab define what scene
elements will effect the shaders illumination. To
base the illumination on the lighting in the scene,
enable only Lights and Shadow. You will notice that
as you activate each of these elements a gradient
become active. This gradient can be adjusted to
control where the falloff of that illumination type in
the shading.
Now, apply the finished Apple material to the Apple
1, Apple 2, and Apple 3 Objects in the Objects
Manager.
Select the Texture Tag for all three objects and in the
Attributes Manager change the Tiles X and Tiles Y to
2. This will scale down the strokes a bit.

Apple - Hatch Shader


Illumination Tab:
Enable Show Light Strokes

Apple - Hatch Shader


Illumination Tab:
Shade Levels: 2

Apple - Hatch Shader


Illumination Tab:
Enable Lights
Enable Shadows

Apply Apple material to


Apple 1, Apple 2, and Apple 3

Apple 1, 2, 3 - Texture Tag Attributes:


Tiles X:
2
Tiles Y:
2

Switch to Wireframe mode to make it easier to


distinguish objects in the scene.
The materials used for the other fruit objects are
very similar to the Apple. Begin these by creating
three copies of the Apple material. Rename the
materials Grape, Banana, and Orange.

Copy Apple material (x3):


Banana
Grape
Orange

38 TUTORIAL

Grape - Hatch Shader


Color Tab - Dark Strokes
Red =
125
Green = 190
Blue =
65
Color Tab - Light Strokes
Red =
200
Green = 235
Blue =
145
Color Tab - Background
Red =
255
Green = 255
Blue =
255

Apply Grape material to Grapes Null

Orange- Hatch Shader


Color Tab - Dark Strokes
Red =
240
Green = 160
Blue =
15
Color Tab - Light Strokes
Red =
240
Green = 205
Blue =
150
Color Tab - Background
Red =
255
Green = 245
Blue =
220

Apply Orange material to Orange Null


Orange Null Texture Tag Attributes:
Tiles X:
2
Tiles Y:
2

Banana - Hatch Shader


Color Tab - Dark Strokes
Red =
240
Green = 160
Blue =
15
Color Tab - Light Strokes
Red =
240
Green = 205
Blue =
150
Color Tab - Background
Red =
255
Green = 245
Blue =
220

Double click on the Grape Material to edit its


settings. Select the Hatch properties and activate
the Color Tab. Youll need to change the stroke
colors for this shader to varying shades of green to
match the look of a green grape. Change the Dark
strokes to Red equals 125 Green equals 190 Blue
equals 65, the Light Strokes to Red equals 200 Green
equals 235 Blue equals 145, and the Background to
Red equals 255 Green equals 255 Blue equals 255.
Apply this material only to the grapes themselves
and not the stems. Expand the Grape Bunch object
hierarchy located within the Fruit Null. Apply the
Grape Material to the Grapes Null. The default
Texture tag settings are fine.
Next you will edit the Orange Material. Double click
on the Orange Material to open its settings.
Select the Hatch properties and activate the Color
Tab. Again, youll change the stroke color to match
the color of the fruit to which the material will be
applied. Change the Dark strokes to Red equals 240
Green equals 160 Blue equals 15, the Light Strokes
to Red equals 240 Green equals 205 Blue equals 150,
and the Background to Red equals 255 Green equals
245 Blue equals 220.
Apply this material to the Orange Null in the Objects
Manager. In the Attributes Manager, set the Tiles X
and Tiles Y of the Texture tag to 2.
Next you will change the Banana Material. Double
click on the Banana Material to open its settings.
Select the Hatch properties and activate the Color
Tab.
Use variations of yellow to shade the banana.
Change the Dark strokes to Red equals 230 Green
equals 225 Blue equals 115, the Light Strokes to Red
equals 225 Green equals 225 Blue equals 185, and
the Background to Red equals 255 Green equals 255
Blue equals 240.

TUTORIAL 39

Apply this material to the Banana Null in the Objects


Manager. In the Attributes Manager, set the Tiles X
and Tiles Y of the Texture tag to 2.
Now you will create and add the Bowl and Ground
materials to the scene. Switch to the Other Group
in the Materials Manger and add a new material.
Rename this material Ground.
Double-click on the material to edit its settings. In
the Material Editor, uncheck the Color and Specular
checkboxes that are enabled by default and enable
the Luminance channel.
Select the Luminance channel to display its settings.
Add the Hatch Shader to the channel by clicking
on the triangle menu next to the texture field and
selecting Hatch from the Sketch submenu.
Select the Hatch Shader text that is now displayed
in the texture field to open its settings. Again load
the PencilMark_2.tif from the CD into the Texture
area. You can browse to the file manually or click
the triangle menu next to the texture field choose it
from the Bitmaps submenu.
Activate the Tile UV option, change the Density to
100% and activate the Crosses. Enter 45 degrees in
the cross rotation field.
Switch to the Color Tab and change the Dark strokes
to Red equals 80 Green equals 80 Blue equals 80
Light Strokes to Red equals 180 Green equals 180
Blue equals 180, and Background Red equals 240
Green equals 240 Blue equals 240.
Switch to the Illumination Tab and activate the Show
Light Strokes option. Also, activate illumination
based on Lights and Shadows. Be sure that the
Camera option is deactivated.
This material will be applied to a larger area than
the fruit materials and will require more tones to
transition between colors, so increase Shade Levels
to 4.

Apply Banana material to Banana Null


Banana Null Texture Tag Attributes:
Tiles X:
2
Tiles Y:
2
Create a new material:
Ground

Ground Material:
Enable only luminance channel

Ground Material - Luminance channel:


Texture: Hatch Shader

Ground Material - Hatch Shader:


Texture: PencilMark_2.tif

Ground Material - Hatch Shader:


Enable Tile UV
Enable Crosses
Cross Rotation: 45 degrees

Ground - Hatch Shader


Color Tab - Dark Strokes
Red =
80
Green = 80
Blue =
80
Color Tab - Light Strokes
Red =
180
Green = 180
Blue =
180
Color Tab - Background
Red =
240
Green = 240
Blue =
240
Ground Material - Hatch Shader:
Illumination Tab:
Enable Show Light Strokes
Shade Levels:
4
Enable Lights
Enable Shadows
Disable Camera

40 TUTORIAL

Apply Ground material to Ground_Plane


Ground_Plane Texture Tag Attributes:
Tiles X:
3
Tiles Y:
3

Copy Ground material:


Wood
Wood - Hatch Shader
Color Tab - Dark Strokes
Red =
70
Green = 40
Blue =
20
Color Tab - Light Strokes
Red =
160
Green = 150
Blue =
145
Color Tab - Background
Red =
215
Green = 210
Blue =
205

Apply Wood material to Bowl


Ground_Plane Texture Tag Attributes:
Tiles X:
7
Tiles Y:
7
Apply Wood material to Grape Branches

Apply Wood material to Apple Stems

Render your project

Apply this material to the Ground_Plane Object in


the Objects Manager. In the Attributes Manager, set
the Texture tags Tiles X and Tiles Y values to 3.
The final material will be used for the bowl, apple
stems and the grape branches. This material will be
very similar to the Ground so begin with a copy of
the Ground material. Rename this material Wood
and double click on it to open the Material Editor.
Select the Hatch shader and switch to the Color
Tab. Change the Dark strokes to Red equals 70
Green equals 40 Blue equals 20 Light Strokes to Red
equals 160 Green equals 150 Blue equals 145, and
Background to Red equals 215 Green equals 210
Blue equals 205. All of the other settings should
remain the same.
Drag and Drop the Wood Material from the
Materials Manager onto the Bowl Object in the
Objects Manager. Select the texture tag and in the
Attributes Manager change the Tiles X and Y to 7 so
the strokes will appear smaller on the object.
Next youll apply the Wood Material to the Stems
of the Apples and the Grapes Branch. Expand the
Fruit Null and Grape Bunch hierarchies and locate
the Branches object. Drag and drop the Wood
Material onto this object.
Now apply the material to the Apple Stems. Expand
the hierarchy of each of the Apple objects to reveal
the stem object. Apply the Wood Material to each
stem.
Finally, adjust your render settings and render the
final sketch to the picture viewer.

TUTORIAL 41

42 TUTORIAL