Maxon Computer Cinema 4D - 9.0, Cinema 4D - 9.5 User Manual

Sketch and Toon
Sketch and Toon
Programming Team Christian Losch, Philip Losch, Richard Kurz, Tilo Kühn, Thomas Kunert, David O’Reilly, Cathleen Poppe. Plugin Programming Sven Behne, Wilfried Behne, Michael Breitzke, Kiril Dinev, Per-Anders Edwards, David Farmer, Jamie Halmick, Richard Hintzenstern, Jan Eric Hoffmann, Eduardo Olivares, Nina Ivanova, Markus Jakubietz, Eric Sommerlade, Hendrik Steffen, Jens Uhlig, Michael Welter, Thomas Zeier. Product Manager Marco Tillmann. QA Manager Björn Marl. Writers Paul Babb, Rick Barrett, Oliver Becker, Jens Bosse, Chris Broeske, Chris Debski,
Glenn Frey, Michael Giebel, Jason Goldsmith, Jörn Gollob, Sven Hauth, Josiah Hultgren, Arndt von Königsmarck, David Link, Arno Löwecke, Aaron Matthew, Josh Miller, Matthew ‘Mash’ O’Neill, Janine Pauke, Marcus Spranger, Luke Stacy, Perry Stacy, Marco Tillmann, Jeff Walker, Scot Wardlaw.
SDK Docs & Support David O’Reilly, Mikael Sterner. Layout Oliver Becker, Harald Egel, Michael Giebel, David Link, Luke Stacy, Jeff Walker. Translation Oliver Becker, Michael Giebel, Arno Löwecke, Björn Marl, Josh Miller, Janine Pauke, Luke Stacy, Marco Tillmann, Scot Wardlaw.
Copyright © 1989-2004 by MA XON Computer GmbH. All rights reserved. English translation Copyright © 2004 by MAXON Computer Ltd. All rights reserved.
This manual and the accompanying software are copyright protected. No part of this document may be translated, reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic or mechanical, for any purpose, without the express written permission of MA XON Computer.
Although every precaution has been taken in the preparation of the program and this manual, MAXON Computer assumes no responsibility for errors or omissions. Neither is any liability assumed for damages resulting from the use of the program or from the information contained in this manual.
This manual, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. The content of this manual is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by MAXON Computer. MAXON Computer assumes no responsibility or liability for any errors or inaccuracies that may appear in this book.
MAXON Computer, the MAXON logo, CINEMA 4D, Hyper NURBS, and C.O.F.F.E.E. are trademarks of MAXON Computer GmbH or MAXON Computer Inc. Acrobat, the Acrobat logo, PostScript, Acrobat Reader, Photoshop and Illustrator are trademarks of Adobe Systems Incorporated registered in the U.S. and other countries. Apple, AppleScript, AppleTalk, ColorSync, Mac OS, QuickTime, Macintosh and TrueType are trademarks of Apple Computer, Inc. registered in the U.S. and other countries. QuickTime and the QuickTime logo are trademarks used under license. Microsoft, Windows, and Windows NT are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. UNIX is a registered trademark only licensed to X/Open Company Ltd. All other brand and product names mentioned in this manual are trademarks or registered trademarks of their respective companies, and are hereby acknowledged.
MAXON Computer End User License Agreement
NOTICE TO USER
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Contents

Introduction .......................................................................................................... 1
How to use this manual ......................................................................................................................... 2
Registration ........................................................................................................................................... 2
Installation............................................................................................................................................. 2
Training.................................................................................................................................................. 2
Web Resources ...................................................................................................................................... 2
Technical Support .................................................................................................................................. 2
1 Overview ............................................................................................................ 5
2 QuickStart ........................................................................................................11
Adding the Sketch and Toon post effect ............................................................................................. 11
Adjusting the line ................................................................................................................................ 12
What does the post effect do?............................................................................................................ 13
Controlling post effect shading........................................................................................................... 14
Using the Sketch shaders..................................................................................................................... 16
Different styles for different objects ................................................................................................... 17
Control Levels ...................................................................................................................................... 19
Where now? ........................................................................................................................................ 20
3 Sketch and Toon Post Effect ............................................................................ 23
Effects tab settings.............................................................................................................................. 24
Main..................................................................................................................................................... 24
Lines..................................................................................................................................................... 24
Render ................................................................................................................................................. 28
Multi-Pass ............................................................................................................................................ 31
Shading................................................................................................................................................ 32
Editor Display....................................................................................................................................... 36
Line types ............................................................................................................................................ 38
Outline, Folds, Overlaps.................................................................................................................. 39
Angle .............................................................................................................................................. 42
Border ............................................................................................................................................. 43
Material .......................................................................................................................................... 43
Edges ..............................................................................................................................................44
Intersections ................................................................................................................................... 45
Triangulation................................................................................................................................... 46
Motion ............................................................................................................................................ 46
Contour........................................................................................................................................... 48
Isoparms ......................................................................................................................................... 51
Splines ............................................................................................................................................ 52
Particles .......................................................................................................................................... 52
4 Sketch Material ................................................................................................57
Changing the preview .................................................................................................................... 58
Material editor settings ....................................................................................................................... 59
Main................................................................................................................................................ 59
Strokes ............................................................................................................................................ 60
Adjustment ..................................................................................................................................... 67
Distort............................................................................................................................................. 70
Color, Thickness, Opacity................................................................................................................ 73
Distance modier ...................................................................................................................... 74
Along Stroke modier................................................................................................................ 75
Position modier ....................................................................................................................... 76
Total Length modier ................................................................................................................ 77
Scale modier ............................................................................................................................ 78
Facing Angle modier................................................................................................................ 79
Illumination modier ................................................................................................................. 80
Join Angle modier.................................................................................................................... 82
Texture modier ........................................................................................................................ 83
Screen Angle modier ............................................................................................................... 89
From Surface modier ............................................................................................................... 90
Vertex Map modier.................................................................................................................. 91
From Line modier .................................................................................................................... 92
Texture Map modier ................................................................................................................ 93
Coffee modier.......................................................................................................................... 94
Screen Texture modier............................................................................................................. 98
Noise modier ........................................................................................................................... 99
Common modier settings ...................................................................................................... 102
Render .......................................................................................................................................... 104
Clone..............................................................................................................................................110
Animate .........................................................................................................................................115
Assignment....................................................................................................................................118
Blend modes ..................................................................................................................................119
5 Sketch Shaders ............................................................................................... 125
Creating a Sketch shader............................................................................................................ 126
Using other shaders ................................................................................................................... 127
Antialiasing tip ........................................................................................................................... 127
Art Shader .................................................................................................................................... 128
Cel Shader..................................................................................................................................... 130
Hatch Shader ................................................................................................................................ 134
Spots Shader................................................................................................................................. 143
6 Sketch Style Tag ............................................................................................. 149
Attribute manager settings ............................................................................................................... 149
Main.............................................................................................................................................. 149
Lines...............................................................................................................................................151
Shading..........................................................................................................................................151
Selections ..................................................................................................................................... 152
Maps ............................................................................................................................................. 152
7 Sketch Render Tag.......................................................................................... 155
Attribute manager settings .......................................................................................................... 156
8 Illustrator Export............................................................................................ 161
Illustrator Export Preferences ............................................................................................................ 161
9 Sketch and Toon Preferences......................................................................... 165
Sketch and Toon ................................................................................................................................ 165
Defaults ............................................................................................................................................. 166
10 Frequently Asked Questions ........................................................................ 169
Index.................................................................................................................. 177

Introduction

Images © 2003 by Holger Schömann.
Welcome to Sketch and Toon, the CINEMA 4D module for non-photorealistic (NPR) rendering. Quite simply, Sketch and Toon is the most powerful NPR software money can buy. Sketch and Toon delivers a huge toolset that allows you to achieve an unlimited number of different looks. This module doesn’t just add lines to your work, it adds style.
Now, a huge tool set normally sets alarm bells ringing for many prospective users. Lots of features typically spells out COMPLICATED, but not in this case! Sketch and Toon has been specically designed to cater for all users. It features three different control levels for fast, simple and streamlined workow. User presets such as hatched lines give you instant results, while those looking for more control will love the huge variety of options on offer. And even better, once you’ve created your own style you can save it as a preset to use again and again.
Being a completely integrated module, Sketch and Toon works with virtually all CINEMA 4D features. Combining lines with features such as radiosity gives you even more scope for individual looks. It’s not just lines either. Sketch and Toon comes complete with a powerful shading system. Your 3D objects can be lled in with colored or textured styles, for a full toon or tech experience.
“OK, so it makes very nice stills. What about us animators?” Well, naturally you can apply Sketch and Toon to your current animations to give them a toon feel. But here’s something really special: you can animate lines being drawn. This means that you can literally have your scenes drawn from scratch in front of your bewildered viewers’ eyes!
As an artist, you of course know better than anyone that a picture says more than a thousand words. Well, Sketch and Toon can make the same scene look different more than a thousand times. Be prepared to play into the small hours of the morning, because this module’s really going to bring out the “what if?” part in you!
INTRODUCTION 1
2 INTRODUCTION

How to use this manual

To learn how to use Sketch and Toon, we recommend you proceed as follows:
- For a quick impression of what you can do with Sketch and Toon, see Chapter 1, “Overview.”
- To get up and running with Sketch and Toon, see Chapter 2, “QuickStart.”
- To move on to the more advanced features, work through the video tutorials located on the CD.
- When you’re not sure what a function does, look it up in this manual.
- If you run into problems, be sure to check out Chapter 10, “Frequently Asked Questions.”

Registration

Registering your purchase is extremely important. The serial number included with your package is temporary and it will expire three months after installation.
To receive your nal serial number, you must register. So please ll in and return the registration form at the earliest opportunity. Registering will also entitle you to technical support via telephone, fax and email. And by checking the appropriate box on the registration form, MAXON will keep you informed of the latest product information and updates.
You can also register online at register.maxon.net.
These tutorials are your primary learning tool. They are the easiest way to learn the software.

Installation

To install Sketch and Toon, run the installation program and follow the on-screen installation instructions.

Training

Training is available for Sketch and Toon and other MA XON products. For details, please contact MAXON or your local MAXON distributor.

Web Resources

Thousands of resources are available on the web, including online tutorials, discussion lists, textures, models, galleries and information on 3D books. You’ll nd links to a rich selection of these sites at maxon.net, MAXON’s homepage. Another website to bookmark is plugincafe.com. Here you will nd dozens of useful plugins, both free and commercial. For plugin developers, there are resources, including the SDK, tutorials and a free support forum.

Technical Support

Your local MA XON distributor will be delighted to assist you with your technical queries. You are also welcome to contact MA XON directly. Please note that you will be entitled to technical support provided you have registered your purchase.
1 Overview
OVERVIEW 5

1 Overview

Sketch and Toon is a non-photorealistic (NPR) renderer that fully integrates into CINEMA 4D. Essentially its job is to simplify 3D scenes and represent edges with lines to give an illustrative feel to the nal result.
NPR software generally has two main areas: lines and shading. With Sketch and Toon, lines are added to 3D objects using CINEMA 4D’s post effects functionality. Shading is taken care of by CINEMA 4D’s material system with powerful additions such as the new Sketch shaders that help you to achieve popular styles such as Manga and cross-hatching.
Superior Blend
Compare this powerful CINEMA 4D module with any other NPR tool on the market and you’ll come to the conclusion that Sketch and Toon is in a class of its own. It has virtually all features of the other NPR tools rolled into one. And then some!
But it’s not just this superior feature set that makes Sketch and Toon stand out from the crowd: its integration with CINEMA 4D is outstanding. You can combine all of Sketch and Toon’s features with practically any other feature found in CINEMA 4D and its modules, including radiosity, caustics, shaders, splines and particles. This gives you ultimate exibility when illustrating your ideas. With Sketch and Toon, there’s a million and one ways to present even the simplest object.
Same objects, but two completely dif ferent results. Images © 2003 by Artur Bala.
6 CHAPTER 1
2B or not 2B?
Images © 2003 by Samir Kharchi.
With Sketch and Toon, any style is possible, including sketch. Now you can delight your clients with sketches of the your project that look as hand-drawn as you want them to.
Technical support
Image © 2003 by Artur Bala.
Sketch and Toon supports all areas of NPR rendering including technical style. You have tremendous control on exactly where lines are drawn.
OVERVIEW 7
Spot the difference
Spaceship © 2003 by Michael Welter, character © 2003 by Toshihide Miyata.
The halftone dots look is more popular the ever. You’ll be pleased to know that Sketch and Toon boasts a powerful spots shader that is ideal for these effects, and more.
Manga juice
Image © 2003 by Michael Welter.
Sketch and Toon includes a new cel shader that provides color control of backfaces for Manga-style shading and much more!
8 CHAPTER 1
Pick ‘n’ mix
Image © 2003 by Toshio Fuji.
Sketch and Toon’s tight integration with CINEMA 4D allows you to choose which objects are “sketched” and which objects CINEMA 4D should still take care of.
Where next?
We recommend you read Chapter 2 next, “QuickStart”, which will show you how to get started with Sketch and Toon.
2 QuickStart
QUICKSTART 11

2 QuickStart

Can’t wait to get started with Sketch and Toon? Then you’ve come to the right chapter. In these pages, you’ll learn the basics of how to use Sketch and Toon, and, most importantly of all, where to nd the main controls and what they do in general terms.

Adding the Sketch and Toon post effect

All it takes to add the Sketch and Toon effect to your scene is a single menu pick. First you’ll need an object.
Create a sphere.
Choose Render > Render Settings and on the Effects tab, click the Post Effect button and
choose Sketch and Toon to add the Sketch and Toon post effect.
Look in the Material manager and you’ll notice a material has been added also. More about this material later...
Render the scene.
Congratulations! You’re just rendered your rst Sketch and Toon effect. The sphere has a black outline and its shading has been simplied into bands.
12 CHAPTER 2

Adjusting the line

The material that is added automatically when you add the post effect is called the Sketch material. This controls the look of the lines, such as their color and thickness. In a nutshell, the Sketch material is the material used by the post effect to draw the lines.
In the Material manager, double-click the Sketch material’s thumbnail to display its settings
in the Material editor.
On the Color tab, choose a new color for the line such as shocking pink. On the Thickness
tab, set the Thickness value to 20. Render the scene.
The sphere’s lines are now much thicker and use the new color.
The pink is truly shocking... On the Color tab, set the color back to black and on the Thickness
tab, set the Thickness back to 2. Rename the material to “black” using the text box below the thumbnail.
QUICKSTART 13

What does the post effect do?

The Sketch and Toon post effect is the main control center for the effect. Among other things, it controls the post effect shading for objects and which Sketch materials are used by the effect. To see this in action, you’ll need to create a second Sketch material.
In the Material manager, choose File > Sketch Material to create a new Sketch material. In the
Material editor, change the material’s thickness to 1 and color to red. Rename the material to “red.”
Add a cube to the scene and move it next to the sphere in the viewport.
On the Render Settings > Effects tab, ensure the Sketch and Toon post effect is selected
and click its Lines tab if it isn’t already selected.
The Default Visible and Default Hidden boxes on this tab control which materials the post effect uses for visible lines and hidden lines respectively. You can see that the “black” Sketch material is being used for visible lines. Currently the Default Hidden box is blank, which means hidden lines are not drawn.
14 CHAPTER 2
Drag and drop the red material’s thumbnail from the Material manager into the Default
Hidden box. Render the scene.
The red material is now used for the hidden lines in the scene (i.e. the lines that in real life would be hidden behind surfaces). If you were now to drag and drop the red material into the Default Visible box, the red material would be used for both visible and hidden lines. So among other things, the post effect controls which Sketch materials are used by the scene for visible and hidden lines.
Before going on to the next step, take a close look at roughly how many brightness bands the sphere has. You’ll be changing this next up.

Controlling post effect shading

As mentioned earlier, the post effect also controls the post effect shading. You’ll nd these controls on the effect’s Shading tab.
In the render settings, on the Sketch and Toon post effect’s Shading tab, set Quantize to 15
and render the scene.
The Quantize value controls the number of brightness bands for the object (like the old CINEMA 4D cel renderer). The sphere now has many more bands.
QUICKSTART 15
In the Material manager, choose File > New Material to create a new standard CINEMA 4D
material. Double-click the new material to display its settings in the Material editor. On the Color tab, set the color to green. Rename the material to “green.”
Apply the green material to the sphere and render the scene.
Sketch and Toon lets you shade the objects using standard CINEMA 4D materials. The post effect quantizes the result of the CINEMA 4D rendering. If you wanted a solid color, you could simply set Quantize to 1.
In the render settings, on the Sketch and Toon post effect’s Shading tab, set the Object
drop-down list to Off and render the scene.
Setting Object to Off switches off the post effect shading for objects so that it doesn’t affect the CINEMA 4D’s rendering of surfaces. Likewise you could set Background to Off to switch off the post effect’s white background and use the background rendered by CINEMA 4D instead.
16 CHAPTER 2

Using the Sketch shaders

Sketch and Toon includes four powerful channel shaders: Art, Cel, Hatch and Spots. These enable you to create an endless variety of effects. You can use these shaders in any material channel which accepts a texture, but in general they work best in the Luminance channel.
In the Material manager, choose File > New Material to create a new material. Double-click
the new material to display its settings in the Material editor. Disable all material channels except Luminance. Rename the material to “spots.”
On the Luminance tab, click the Texture triangle button and choose Sketch > Spots to load
the Spots shader into the Luminance channel.
QUICKSTART 17
Click on the Spots preview below the Texture triangle button to access the settings for the
Spots shader. Set the Scale value to 30%.
Apply the Spots material to the sphere. Render the scene.
The Spots shader is ideal for a halftone dots effect. Note how the spots shrink the brighter the surface is to give a fantastic impression of light to dark shading.

Different styles for different objects

What if you want an object to use different settings to those in the post effect? For example, what if you want one object to use a different colored line? This is where the Sketch Style tag comes in. It’s for objects that should use different settings to the scene-wide settings in the post effect.
Add a cone to the scene and move it in front of the sphere and cube.
Ensure the cone is selected and in the Object manager, choose File > Sketch Tags > Sketch
Style.
You’ll see a Sketch Style tag appear to the right of the cone in the Object manager. Also, note that a new Sketch material has been created automatically (called “Sketch Mat”).
18 CHAPTER 2
In the Object manager, double-click the cone’s Sketch Style tag to display the tag’s settings
in the Attribute manager.
The Sketch Style tag has many similar settings to the post effect. It overrides the settings in the post effect for the object. In other words, the object will use the tag’s settings instead of those in the post effect.
On the Lines tab, you’ll notice the new Sketch material has already been assigned to the tag. As with the post effect, you can control which Sketch materials are used by dragging and dropping the materials into the Default Visible and Default Hidden boxes.
Edit the new Sketch material as follows: change its name to “blue”, give it a blue color, and
change its thickness to 6. Render the scene.
QUICKSTART 19
Select the cube and in the Object manager, choose File > Sketch Tags > Sketch Render.
The Sketch Render tag has a few useful render options such as the ability to switch off lines for the object.
Double-click the cube’s Sketch Render tag to display the tag’s settings in the Attribute
manager. Disable the tag’s Allow Lines and Allow Shading options, and render the scene.
The post effect is now switched off for the cube.

Control Levels

Sketch and Toon’s control level system is useful for hiding away the advanced controls while you are learning the software or while you are creating a basic effect where you simply don’t need so many controls.
You’ll find the Control Level setting on the Main tab of the Sketch and Toon post effect, Sketch material and Sketch and Toon Style tag. Setting the Control Level in one place changes the level for them all.
20 CHAPTER 2

Where now?

This completes the QuickStart. You now know where the main controls are and what they do in general. To recap:
- The Sketch material controls the look of the lines.
- The Sketch and Toon post effect is where you’ll nd the general scene-wide controls, such as which Sketch materials are used for visible and hidden lines.
- The Sketch Style tag is where you can set an individual style for an object to override the post effect’s style.
- The Sketch shaders are loaded as a channel shader and are best used in the Luminance channel.
Why not take a short break then head on to the video tutorials supplied on the CD?
3 Sketch and Toon Post Effect
SKETCH AND TOON POST EFFECT 23

3 Sketch and Toon Post Effect

The Sketch and Toon post effect is the main control center and line rendering engine used to create your non-photorealistic (NPR) render. This is where you’ll nd the settings for the line render, post­rendered shading, multi-pass, editor display and scene-wide line styles. The Sketch and Toon post effect is to be found on the Render Settings > Effects tab. See your CINEMA 4D reference manual for general details on using the Effects tab.
To add the Sketch and Toon post effect:
- In the CINEMA 4D render settings, on the Effects tab, click the Post Effect button and choose
Sketch and Toon from the menu that appears. A new Sketch material will be created and assigned to the post effect if this option is enabled in the Sketch and Toon preferences.
Alternatively, Sketch and Toon has a number of automatic setup options that enable you to speed up creating your NPR scene. These settings can be found in the Sketch and Toon main preferences located in the Sketch and Toon section of the CINEMA 4D preferences.
To add the Sketch and Toon post effect using the automatic setup:
Do one of the following:
- In the Material manager, choose File > Sketch Material to create a new Sketch material. The
Sketch and Toon post effect will be added automatically and the newly created material added.
- Select an object in the Object manager, choose File > Sketch Tags > Sketch Style. A Sketch Style
tag will be added to the object. The Sketch and Toon post effect will be added automatically and a new Sketch material created and assigned.
24 CHAPTER 3

Effects tab settings

Some of the following settings are available only when the Control Level is set to Intermediate
or Advanced. Look up “Control Levels” in the index.

Main

Control Level
Look up “Control Levels” in the index.
Load Style, Save Style
You’ll nd various presets in the Sketch folder within CINEMA 4D’s Library folder.
These commands enable you to load and save styles. A style is a drawing or painting style, such as thick chalky lines or leaky pen lines, as dened by the Sketch and Toon post effect and the Sketch materials it uses.

Lines

The Lines tab controls which line types (outline, intersections, polygon edges, etc.) are created and which Sketch materials are used to render them.
SKETCH AND TOON POST EFFECT 25
About lines and layers
To understand how lines work with settings such as Combine (see below), it can be helpful to think about each line type created being given its own layer (internally this is exactly what happens). When Sketch and Toon creates lines for an object, a new layer is created and the line types inserted. If Combine is enabled, all line types that can be merged are placed onto the same layer. If Combine is disabled, each line type is placed onto its own layer.
This means each object produces one or more layers (from each Sketch Style tag and the post effect). The layer priority (i.e. the order in which the layers are rendered) is dened by the tag order, post effect and material priority (dened on the Sketch material’s Main tab), then during rendering the Z-depth is used, followed by the layer priority for all lines of approximately similar Z-depth (lines closest to the camera are drawn on top).
Types
For details on each line type, look up “line types” in the index.
The options in the top part of the Lines tab control which line types are created. For example, enable the Outline option to create outlines. Some options have extra settings which will appear in the bottom part of the dialog when the option is enabled.
Combine
The following line types will always be created on their own layer: Motion, Particle, Spline,
Isoparm, Material alpha map lines.
The Combine mode enables you to merge line types in the following ways.
None
Each line type is created separately and rendered individually on its own layer. If more than one line type produces the same line when using effects such as transparency or patterns, you may notice unwanted results where the lines overlap. An example would be enabling Creases and Angle, which may create lines for the same polygon edges. When strokes are enabled in the Sketch material, the strokes will be limited to lines of the same type.
All
All line types that use the same Sketch material will be combined on a single layer. This helps to prevent overlapping (see “None” above). When strokes are enabled in the Sketch material, all line types in this layer are available for the strokes to draw along.
Exclusive
The line types are merged so that only lines which do not overlap between multiple types are created.
Inclusive
The enabled line types are merged to create lines that only exist in more than one line type; this is the opposite effect to Exclusive mode.
26 CHAPTER 3
Hidden Cull, Self-Culling
To switch off hidden lines, set Hidden Cull to Self and clear the Default Hidden box or local
Hidden box.
These settings control which lines are visible and which are hidden. The Hidden Cull mode sets which objects in the scene are used to nd out if a line is hidden. In the following examples, the visible lines are black, the hidden lines are red.
Self
In Self mode, only the object which created the line is used to nd out if the line is hidden.
Children
Children mode with Self-Culling disabled (lef t) and enabled (center).
Children mode uses the parent and its children to nd out if a line is hidden.
Hierarchy
Hierarchy mode with Self- Culling disabled (left) and enabled (center) — in this case, there is no difference with the option enabled or disabled.
Hierarchy mode nds the top-most parent and then uses the parent and all its children to nd out if a line is hidden.
SKETCH AND TOON POST EFFECT 27
Scene
In this mode, the line is checked against all objects in the scene to nd out if it is hidden.
Objects
This mode uses the objects in the Objects box to nd out if a line is hidden.
Default Visible, Default Hidden, Line Materials
Use the Default Visible and Default Hidden boxes to specify which Sketch material to use for visible lines and which to use for hidden lines (drag and drop the materials from the Material manager into the boxes). Leaving a box blank means those lines won’t be rendered.
These are the default materials and they are used for all line types except those with their own materials specied in their Visible and Hidden boxes (to display the Visible and Hidden boxes, set Line Materials to Both).
To display the Visible and Hidden boxes for each enabled line t ype, set Line Materials to Both.
28 CHAPTER 3
Each box has a triangle button to its right which you can click to access the following commands:
Clear empties the box. In other words, it unassigns the Sketch material.
Show In Manager activates the Material manager and scrolls it if necessary to display the Sketch
material.
Select Element selects the Sketch material in the Material manager and displays its settings in the Attribute manager.

Render

The Render tab is home to general controls for Sketch and Toon’s rendering, such as the strength of line antialiasing and the global thickness of lines.
Line AA
Antialiasing removes jagged edges from the rendered image by creating a soft transition
between the lines and their surrounding pixels. For general details on antialiasing, see your CINEMA 4D reference manual.
The Line A A setting controls the strength of antialiasing Sketch and Toon applies to the lines. Increase the value for smoother lines, but keep in mind the lines will take longer to render the higher you set the value. For best results, set Line AA to Best and ensure CINEMA 4D’s Filter is switched on (on the Render Settings > Antialiasing tab, set Antialiasing to Geometry or Best).
SKETCH AND TOON POST EFFECT 29
How CINEMA 4D’s antialiasing affects the lines
There are two parts to CINEMA 4D’s antialiasing: the Antialiasing mode (None, Geometry, Best) and the Filter option, which are both specied on the Render Settings > Antialiasing tab.
Antialiasing
If your scene needs to use CINEMA 4D’s Best mode for antialiasing, you can sometimes
reduce render times by setting Line AA to Off. The Sketch and Toon lines will then be antialiased by the CINEMA 4D renderer only.
The Antialiasing mode generally has no effect on the lines. It only affects the lines if Line A A is set to Off, Antialiasing is set to Best and the Post Render option is disabled. Geometry mode doesn’t affect the lines because it smooths geometry edges only and the lines are not geometry.
Filter
The second part of CINEMA 4D’s antialiasing is the Filter option, which applies a lter over the whole image during rendering (provided Antialiasing is set to Geometry or Best; the Filter is switched off automatically when Antialiasing is set to None).
The Filter does affect the lines (because the lines are part of the image) and helps to smooth them. The one exception is if the Post Render option is enabled, in which case the lter will have no effect on the lines because the lines will then be rendered after everything else, including after all post effects and after the lter has been applied.
Post Render
The antialiasing quality is not as high with the Post Render option enabled, because then
CINEMA 4D’s antialiasing lter will not affect the lines (see “How CINEMA 4D’s antialiasing affects the lines” above).
Enabling this option does two things: First, it makes Sketch and Toon render after all other post effects, enabling you to apply lines over effects such as glow. Second, it allows you to access the multi-pass settings for the Sketch and Toon effect — loop up “Multi-Pass” in the index.
Rendering with the post renderer can be quicker, but the quality is not as high. Also, the post renderer does not use multiple CPUs, so if you are using a multi-processor computer, this may cancel out any speed-up.
Background Blend
If this option is enabled, the Sketch and Toon lines will blend with anything behind them, not just other Sketch and Toon lines.
30 CHAPTER 3
Mode, Objects
You can also control which objects Sketch and Toon renders using the Sketch Render tag and
Sketch Style tag.
Here you can choose which objects are rendered by Sketch and Toon. All objects are rendered by default with Mode set to Exclude and the Objects box empty. To include or exclude specic objects, set Mode to Include or Exclude and drag and drop the objects into the Objects box.
Thickness Scale
This is a global scale setting for line thickness. A value of 100% leaves the lines unchanged. Increase the value to make all lines in the scene thicker or decrease it for thinner lines.
Resolution Independent settings
From lef t to right: original duck, larger render of the duck with Resolution Independent disabled (center) and enabled (right).
These settings are for resolution-independent output. They automatically scale pixel-based parameters such as Thickness to ensure the image looks the same at the new resolution, only larger or smaller.
Resolution Independent
Enable this option to switch on the Resolution Independent settings.
Base Resolution, Base Width, Base Height, As Editor, As Render Settings
If the width to height proportion of the render is different to that of the base resolution,
Sketch and Toon uses the best match by taking the dimension which changes the least.
The base resolution tells Sketch and Toon the resolution on which the pixel values are based. You can choose a custom resolution (Base Resolution set to Custom) or the resolution dened in the render settings on the Output tab (Base Resolution set to Render Settings).
SKETCH AND TOON POST EFFECT 31
For example, suppose you’ve set the line Thickness to 10 pixels and the image is 400 by 300 pixels when you render in the viewport and 800 by 600 pixels when you render to the Picture viewer. If Base Resolution is set to Render Settings, the lines will be ve pixels thick in the viewport and ten pixels thick in the Picture viewer.
To set the base resolution in Custom mode, do one of the following:
- Enter the width and height into the Base Width and Base Height boxes.
- Click the As Editor button to use the viewport’s current resolution.
- Click the Render Settings button to use the current resolution dened on the Render Settings >
Output tab.
Camera Near, Camera Far, Custom Far
Sketch and Toon ignores any objects closer to the camera than the Near value or, if the Custom Far option is enabled, any objects further away from the camera than the Camera Far value. Suppose the scene has many objects in the distance that are only a few pixels tall when rendered. Creating lines for these objects would probably be a waste of render time because the lines would be so small. In such cases, use the Camera Far value to ignore the objects.
The Camera Near value also changes the near plane clipping, so moving this away from the camera will clip the lines. Usually this isn’t desired. However, if you are using strokes and the Clip To Screen option is disabled, lines that go near or behind the camera can have massive projections up to millions of pixels. Moving the near plane away from the camera can reduce this.

Multi-Pass

For details on multi-pass rendering, see your CINEMA 4D reference manual.
Using the options on this tab, you can render the Sketch and Toon effect in passes. Note that this tab is hidden usually. To access it, enable the Post Render option on the post effect’s Render tab.
32 CHAPTER 3
To multi-pass render the Sketch and Toon effect:
- On the post effect’s Render tab, ensure the Post Render option is enabled.
- On the post effect’s Multi-Pass tab, enable the passes you want to include.
- On CINEMA 4D’s Render Settings > Multi-Pass tab, click the Channels button and choose Post Effects from the menu that appears. Render to the Picture Viewer.
Render RGB
To include a pass for the complete image, enable this option and on CINEMA 4D’s Render Settings > Multi-Pass tab, click the Channels button and choose RGBA Image from the menu that appears.
Separate Depth, Separate Alpha
Enable these options to include a depth pass and alpha pass for just the lines.
Split Line Types, Outline, Folds, Overlaps...
You can also split the line types into separate passes. To do this, enable the Split Line Types option and enable the option for each line type that you want to include as a separate pass.
Split Visible/Hidden
This gives you separate passes for visible and hidden lines.

Shading

The Sketch and Toon post effect has a number of shading options which you can set on the Shading tab. It is like applying a post effect in itself, but is included with the main post effect for convenience. It is an extension of using CINEMA 4D’s old Cel Renderer.
SKETCH AND TOON POST EFFECT 33
Background, Texture Alpha, Lines, Objects, Strength, Alpha
1
1 Background texture; 2 Background texture and the same tex ture used for the alpha tex ture with Lines enabled; 3 With Objects enabled; 4 With Lines and Objects enabled.
The Background drop-down list lets you switch off the color for the background or pick a color or texture for the background. The Texture Alpha option gives the effect of the lines or shading being absorbed by the background, like ink soaking into paper.
You can choose whether the lines or shading or both are absorbed by the background using the Lines and Objects options. The Strength value controls the strength of absorption, i.e. how much of the texture shows through. A value of 0% means no absorption, a value of 100% means maximum absorption. Alpha is the image to use.
Object
This controls the post effect shading for the objects.
Off
Off mode switches off the post effect shading so that it doesn’t affect the CINEMA 4D rendering. This is generally the mode to use if you are using the Sketch shaders such as the Hatch shader.
Display Color
The object’s Display Color setting is in the Attribute manager, on the object’s Basic
Properties tab.
This mode uses the object’s Display Color setting, even if the object has materials. It will render as a solid color as it is shown in the viewport.
Custom Color
Pick a custom color for the objects using the color chooser.
2 3 4
Texture
Shades the objects using a texture. The texture is placed over the whole screen image like a background.
Background
Shades the objects using the same shading as the background (i.e. this mode uses the background’s settings in the top part of the tab).
34 CHAPTER 3
Shading
This is an extension of the old CINEMA 4D Cel renderer. It quantizes the illumination based on a set number of brightness levels (Model set to Quantize) or gradient (Model set to Gradient).
With both models, enable the Illumination option to ignore the scene’s lighting and light all surfaces with 100% brightness instead, and disable the Shadows option to switch off shadows.
Quantize = 5 Quantize = 2 Shadows disabled Illumination disabled
Set Model to Gradient to control the shading using a gradient
Without Colorize With Colorize
SKETCH AND TOON POST EFFECT 35
The Quantize model controls the number of brightness levels allowed by the post effect. The Gradient model does the same as Quantize except it uses a gradient to control which brightness values are allowed. The Colorize option enables you to colorize the shading using a color gradient — the Strength value controls the strength of the effect.
All Sketched Objects, Mode, Objects
Disable the All Sketched Objects option to shade all objects in the scene, not just those with lines. To include or exclude specic objects from the post effect shading, set Mode to Include or Exclude and drag and drop the objects into the Objects box.
36 CHAPTER 3

Editor Display

Why wait for a render to see the lines? On this tab you can switch on the display of lines in the viewport.
Show Lines
Enable the Show Lines option to display lines in the viewport.
Full Redraw
This option gives you realtime refresh of the lines in the viewport. The lines will then update constantly — try extruding some polygons with Full Redraw enabled and you’ll see how useful this feature is.
If you disable the option, the lines will disappear while you are carry out actions such as moving objects and will reappear as soon as the action is complete. This helps to minimize viewport slowdown when working with complex scenes.
SKETCH AND TOON POST EFFECT 37
Draw
2D Lines 3D Lines
Sketch and Toon offers two types of viewport display line: 2D lines and 3D lines. 2D lines are drawn at onto the viewport, 3D lines are drawn within the 3D scene.
2D lines are the best option overall because they are crisper and more accurate than 3D lines. Also, although both line types generate hidden lines as well as visible lines, you won’t see hidden 3D lines in Quick Shading mode or higher because they will be blocked from view by the surfaces in front of them! 3D lines are, however, faster to draw than 2D lines and slow down the viewport less.
Mode, Objects
To include or exclude specic objects for viewport lines, set Mode to Include or Exclude and drag and drop the objects into the Objects box. Or set Mode to Active Only to draw lines for the active objects only. Otherwise lines will be displayed for all objects.
Outlines, Folders, Overlaps, ...
Enable the option for each line type you want displayed in the viewport.
Line Color, Line Thickness
If these options are enabled, you can specify a custom color and thickness in pixels for the lines in the viewport using the color chooser and Thickness box. Otherwise the color and thickness dened in the Sketch material is used.
38 CHAPTER 3

Line types

Only enable the line types that are actually needed. Enabling each type adds to the time it
takes to create the lines.
Sketch and Toon offers over a dozen line types. In these pages, you’ll nd a description for each line type and its settings on the Lines tab if it has any. In general, Folds, Creases and Border are all you need for a basic toon.
About line ownership
The object that creates a line “owns” it. The lines are placed onto a layer that is linked to the object that created them. This can affect things such as outlines — although an outline may look like it goes around multiple objects, internally each object owns its own section of the outline, so if you try and apply a stroke to the outline, it can only go around lines in the same layer, which also means for each object.
Cleaning up with the Sketch Style tag
For general details on using the Sketch Style tag, see Chapter 6, “Sketch Style Tag.”
The Sketch St yle tag gives you a quick and easy way to remove unwanted lines.
The Sketch Style tag has a Lines selection box that gives you an easy way to remove unwanted lines.
Select the polygons or edges in the problem areas or, if it’s easier the other way around, select all polygons or edges which are not causing the problem. Create a Selection tag for the selection (Selection > Set Selection). You can create several Selection tags if you wish.
Drag and drop the Selection tag or tags into the Sketch Style tag’s Lines box (Selections tab). Set Mode to Exclude or Include depending on whether you selected the problem areas or trouble-free areas. Render, and the unwanted lines should be gone.
SKETCH AND TOON POST EFFECT 39

Outline, Folds, Overlaps

For these lines to appear correctly, the mesh must be complete and joined and the surface
normals must point in the correct direction.
A quick way to get an outline around objects is to enable the Folds line type and set no culling
(assign the same Sketch material to both visible and hidden lines), then set that material’s Clip Render mode to Outside Geometry (Render tab).
(Original) Outline Folds Overlaps
These three line types — outline, folds and overlaps — are collectively known as the silhouette­based lines. They appear at each polygon edge where the polygon on one side faces towards the camera (frontface) and the polygon on the other side faces away from the camera (backface).
Folds are the most important silhouette-based lines. A fold is a polygon edge between a frontface polygon and a backface polygon.
Outline generally gives you just the outline of the mesh. It is the same as Folds except that it ignores edges which overlap the mesh.
Overlaps is the opposite of Outline. Overlaps are silhouette-based lines which overlap the mesh. Sometimes you may notice small unwanted overlaps. You can often remove these quickly using the Filter Strokes option in the Sketch material on the Strokes tab.
40 CHAPTER 3
Lines tab settings
Outline Culling, Self-Culling (Outline only)
The Outline Culling mode controls which objects will combine their outlines if they overlap.
Self
Outlines are not combined between overlapping objects, but look up “Self Culling” in the index.
Children, Hierarchy
Children mode (left) and Hierarchy mode (center). In Children mode, the back cone has a separate outline because it isn’t a child of the middle cone.
Children mode combines overlapping outlines for the parent and its children. Hierarchy mode looks for the top-most parent and then checks all children of that parent.
SKETCH AND TOON POST EFFECT 41
Scene
The overlapping outlines of different objects are combined.
Objects
Sketch and Toon combines the outline of each object in the Objects box with the outline of any other object it overlaps.
Self-Culling
Original single object (left), Scene mode with Self- Culling disabled (center) and Self-Culling enabled (right).
If the Self-Culling option is enabled, each object will combine its own (Self) overlapping outlines. The same applies if Outline Culling is set to Self.
42 CHAPTER 3
Fold Direction (Folds only)
The Fold Direction setting denes which types of folds are created: all folds (Any), folds in the direction of front to back, or folds in the direction of back to front. The Fold Direction can be useful if you notice many unwanted lines forming creases. Generally the Fold Direction should be set to Any, otherwise it reduces the number of lines created, which can result in gaps.
Creases
For these lines to appear correctly, the mesh must be complete and joined and the surface
normals must point in the correct direction.
The sphere has no creases because its edges are smoothed by a Phong tag. The cube, on the other hand, has no Phong shading over its edges (angle limit less than 90˚), so each edge results in a crease line.
A crease is any edge not smoothed by a Phong tag (either because the edge has been broken using the Break Phong Shading command on the Structure menu or because the angle between the edge’s polygons exceeds the angle limit in the Phong tag’s settings).
Lines tab settings
Min
The Min setting helps to prevent creases from appearing in at parts of the mesh. Each crease is only created if the angle between its polygons is greater than or equal to the Min value.

Angle

For these lines to appear correctly, the mesh must be complete and joined and the surface
normals must point in the correct direction.
Because the polygons for each edge are 90 ° apar t in a cube, an angle line is created for each edge with the default Min and Max values of 85° and 95° respectively.
SKETCH AND TOON POST EFFECT 43
Sketch and Toon checks each edge for the angle between its polygons. If the angle is within the Min to Max range, an angle line is created for that edge.
Lines tab settings
Min, Max
The Min and Max values dene the range within which angle lines are created.

Border

A border is any edge with only one polygon attached to it, such as the outer edges of a Plane object. Borders can also be the outer edges of polygon selections; use a Sketch Style tag to specify which polygon selection tags to use (drag and drop the Selection tag or tags into the Border box on the Sketch Style tag’s Selections tab).

Material

Material lines are the polygon edges around materials restricted to polygon selections or the edges around alpha maps (note that “hard” alphas work best).
44 CHAPTER 3
Lines tab settings
These settings are available in the Sketch Style tag only.
Mode, Tags
The Mode denes whether to include or exclude Texture tags for edges around alpha maps or materials. Drag and drop the Texture tags into the Tags box.
Combine
If the Combine option is enabled, Sketch and Toon will combine the outline for any overlapping alpha maps.

Edges

With Edges, lines are generated for each polygon edge unless edge selections are set on the Selections tab of the Sketch Style tag, in which case lines are generated for the selected edges only.
SKETCH AND TOON POST EFFECT 45

Intersections

If an object doesn’t have intersecting polygons, ensure the Self-intersection option is disabled,
otherwise Sketch and Toon will waste time checking if the polygons intersect.
A cube and c ylinder... Without intersections With intersections
These are lines where polygons intersect each other.
Lines tab settings
Objects
This mode denes which objects are used to nd out if there are intersections.
Self
This mode only produces intersection lines where an object intersects itself.
Children, Hierarchy
Children mode checks the parent for intersections with its children. Hierarchy mode looks for the top-most parent and then checks for intersections with any children of that parent.
Scene
This creates intersections where any object in the scene intersects any other object.
Objects
Sketch and Toon checks the objects in the Objects box for intersection with any other objects in the scene.
Self-intersection
Enable this option to switch on lines for where an object intersects itself.
46 CHAPTER 3

Triangulation

A cube... With Triangulation With Triangulation & Edges
This creates a triangulation line for each quadrangle.

Motion

Motion lines do not work with CINEMA 4D Net.
Render the animation to the Picture viewer to see the motion lines. They cannot be rendered
in the viewport because the previously rendered frames are needed.
These settings create motion lines when an object or polygon selection moves faster than a threshold value. Restricting motion lines to a polygon selection is useful for producing motion lines from arms, legs and so on.
SKETCH AND TOON POST EFFECT 47
Lines tab settings
Number Of Lines
The number of motion lines to create.
Mode, Limit, Trail, Bias
Velocity mode creates motion lines based on the object’s current velocity — the greater the
velocity, the longer the lines. The lines will only appear if the object is travelling at least as fast as the Threshold velocity. Enable the Bias option if you want the lines to be zero length at the Threshold velocity, otherwise they will already have some length at the Threshold velocity.
Trail mode creates motion lines based on the object’s path. To limit the trail to recent frames only, enable the Limit option and set Trail to the desired number of frames.
Threshold
The minimum speed at which motion lines will be generated.
2D Lines
These are lines drawn away from the object or polygon selection based on a 2D projection.
Outlines
Creates from the line types enabled in the Sketch Style tag or the post effect.
Curves
Enable the Curves option to creates curves along the motion. Use the Curve Width and Curve Height settings to adjust the width and height of the curves.
48 CHAPTER 3
Spline
Uses a spline object (the Spline LINK control). The spline is used from the X Y plane with the dimensions of the Spline object (the object matrix is not used).
Length, Scale X, Scale Y
Length is the scale for the velocity. Scale X and Scale Y scale the motion lines.
Offset, Relative
The Offset is the size of the gap between the object or polygon selection and the motion lines. Enable the Relative option to make the offset a percentage of the object’s size on screen — this is useful for objects moving towards or away from the camera.
Taper, Strength X, Strength Y
Squash or stretch the motion lines as they get further away from the object or polygon selection. The Strength boxes control the strength of tapering in the X and Y directions.
Fade Opacity, Fade Thickness
Thin out and fade the lines as they get further away from the object or polygon selection.

Contour

Angle mode Position mode UVW mode
Contour lines help to show the shape of an object. They are especially useful when used with a thick marker style pen such as for the racing car below. There are three modes for contour lines.
Angle mode creates lines of equal angle from the surface normal to a given axis.
Position mode creates lines of equal position along an axis, like a map’s altitude lines.
UVW mode uses the object’s UVW coordinates to create lines in the U or V direction.
SKETCH AND TOON POST EFFECT 49
Try using Contour lines with a marker-style pen.
Lines tab settings
Angle mode
Angle
The Angle setting denes which axis is used. You can choose the X, Y or Z-axis of the object or world coordinate system, or the view’s (i.e. camera’s) X, Y or Z-axis.
Min, Max
These dene the range of angles over which the contour lines will be created. 0° means planar to the axis chosen (see “Angle” above).
Steps
This is the number of contour lines to create.
Rotate
This rotates the axis on which the contour lines are based.
50 CHAPTER 3
Position mode
Position
In Position mode you can choose the axis along which the contours are created. You can choose the X, Y or Z-axis of the object or world coordinate system, or the view’s (i.e. camera’s) X, Y or Z-axis.
Spacing, Variation, Min, Max, Steps, Offset
The Spacing mode gives you two ways to control the distance between contour lines: Relative mode and Absolute mode.
Relative mode sets the number of contour lines to create (Steps) and how far along the object they start and end (Min and Max).
Absolute mode sets the distance between each contour line (Step). The Offset value enables you to adjust where the contour lines start along the object.
Use the Variation value to vary the size of the gap between contour lines. The default value of 0 means no variation and the lines will be equal distances apart.
Rotate
This rotates the axis along which the contour lines are created.
UVW mode
If the object has multiple UVW tags, you can specify which of these should be used via the Sketch Style tag (drag and drop the UVW tags to be used into the Contour UVW box on the Sketch Style tag’s Selections tab).
SKETCH AND TOON POST EFFECT 51
UVW
U V
This is which coordinate to use: U or V.
Min, Max
The Min and Max values dene how far along the object the lines start (Min) and end (Max).
Steps
This is the number of contour lines to create.

Isoparms

Culling may not be accurate with isoparms. This is because culling uses the object’s real
geometr y, and isoparms do not always t their geometry exactly. Hence the polygons may cull the isoparms slightly.
When using HyperNURBS, you can get a similar result to isoparms using an edge selection.
This avoids the problems that can occur with isoparms. For a tip on how to do this, see the HyperNURBS entries in Chapter 10, “Frequently Asked Questions”.
Isoparms for a Torus and Oil Tank object.
These are isoparm lines for objects which use them, such as primitives and NURBS objects. Note that these do not work with parent deformers. Also, they do not work with some generator objects such as the Array object and the Instance object.
52 CHAPTER 3

Splines

These are lines for spline objects. You can use any type of spline, including text splines and freeform splines. However, they do not work with parent deformers. Nor do they work inside generator objects such as the Array object, Instance object and Symmetry object. As a special case, they will work inside a HyperNURBS object because the HyperNURBS does not affect the spline itself.
Note that a spline segment itself denes a stroke — the direction of the stroke and the line normal (used by the From Line modier) is taken from the direction of the spline. Enabling strokes has no effect on splines because the spline lines are already strokes.

Particles

Particle lines do not work with CINEMA 4D Net.
Render the animation to the Picture viewer to see the particle lines. They are not rendered in
the viewport because the previously rendered frames are needed.
These are lines for particles. They work for particles generated using the Thinking Particle’s module or CINEMA 4D’s standard particle system. As with the spline line type, enabling strokes has no effect because each particle line for a particle is already created as a stroke.
SKETCH AND TOON POST EFFECT 53
Lines tab settings
Mode, Limit, Trail, Velocity Scale
From lef t to right: the ight paths of two particles; Trail mode with Limited disabled to give the entire trail; Trail mode with Limited enabled to give only the most recent part of the trail; Velocity mode to produce a straight line from each particle’s current position — the length of the line depends on the particle’s current velocity.
There are two modes for controlling the length of the particle lines.
Velocity mode creates a straight line from each particle’s current position. The line is as long as the particle would travel in one second provided Velocity Scale is set to 100%. Use a higher Velocity Scale value to lengthen the lines or a lower value to shorten them. The line points in the particle’s current direction.
Trail mode creates lines for the trail (i.e. ight paths already travelled) of the particles. The Limit and Trail settings limit the length of each line to the most recent part of the trail. For example, to draw the trail travelled by the particles over the past ten frames, enable Limit and set Trail to 10 F.
On Death, Fade
The On Death setting controls what happens to a line when its particle dies.
Keep Stroke, Remove Stroke
With these modes, each line remains or disappears respectively when its particle dies.
Run Out
When each particle dies, its line gets shorter and shorter until it eventually disappears, like a train “disappearing” into a tunnel.
Fade Out
Each line fades out gradually after its particle dies. The Fade value denes how long the line takes to fade out.
4 Sketch Material
SKETCH MATERIAL 57

4 Sketch Material

Sketch and Toon’s lines may each have their own material, the Sketch material. As with standard CINEMA 4D materials, the Sketch material has dozens of properties you can set on various tabs in the Material editor or Attribute manager. By combining these properties, you can create almost any look for the lines, from gritty chalk to a thick marker to advanced brush effects.
To create a Sketch material:
The rst Sketch material you create is assigned automatically as the default visible material in
the Sketch and Toon post effect. In other words, by default all objects will use the rst Sketch material you create for their visible lines.
- In the Material manager, choose File > Sketch Material. If the Sketch and Toon post effect has not yet been added, it will be added automatically provided this option is enabled in the Sketch and Toon preferences.
Sketch and Toon also has a number of automatic setup options to help you work faster. You’ll nd these settings in the Sketch and Toon main preferences, in the Sketch and Toon section of the CINEMA 4D preferences.
58 CHAPTER 4
To add the Sketch material using the automatic setup:
Do one of the following:
- In the CINEMA 4D render settings, on the Effects tab, click the Post Effect button and choose Sketch and Toon from the menu that appears. A new Sketch material will be created and assigned to the post effect if this option is enabled in the Sketch and Toon preferences.
- Select an object in the Object manager, choose File > Sketch Tags > Sketch Style. A Sketch Style tag will be added to the object. If the Sketch and Toon post effect has not yet been added, it will be added automatically.
To assign the Sketch material globally to objects:
- Drag and drop the material into the Default Visible or Default Hidden box in the Sketch and Toon post effect.
To assign the Sketch material to a specic object:
Do one of the following:
- Drag and drop the material onto the object in the Object manager or viewport. A Sketch Style tag will be created with the material assigned.
- Drag and drop the object into the Sketch material’s Assignments box (Assignment tab).
- Add a Sketch Style tag to the object and drag and drop the material into the Default Visible or Default Hidden box on the tag’s Lines tab.

Changing the preview

The Sketch material uses all the standard preview options from CINEMA 4D, plus some new ones for Sketch and Toon itself. To access these settings, right-click (Windows) or Command-click (Mac OS) the preview. The Shaded Background and Shaded Object settings use the post effect shading for the background or object.
SKETCH MATERIAL 59

Material editor settings

Some of the following settings are available only when the Control Level is set to Intermediate
or Advanced. Look up “Control Level” in the index.
You’ll nd various Sketch material presets in the Sketch folder within CINEMA 4D’s Library
folder. Load these using the Material manager’s File > Load Materials command.

Main

Control Level
Look up “Control Levels” in the index.
Presets, Add Preset
Presets is a list of all Sketch materials including the presets. Add Presets is just a shortcut to duplication — it creates a copy of the active Sketch material.
Priority
Look up “Self-Blend” in the index.
Notes
The Notes box is a place for entering notes about the material.
60 CHAPTER 4

Strokes

Only enable strokes if you really need them. Strokes slow down rendering, use more memory
than normal lines, and generally are more prone to animation problems than normal lines.
1
When Sketch and Toon creates lines for an object, the lines are initially made up of unconnected line segments. You can see the line segments for the capsule above clearly in Figure 3, where a gap has been placed between each line segment for illustrative purposes.
The Enable option on the Strokes tab controls whether Sketch and Toon tries to connect line segments together to form strokes. The advantage of strokes is that you can apply effects such as a gradient over the stroke as a whole. Figure 4 shows what happens when a gradient is applied to unconnected line segments — the gradient is applied to each individual segment instead of to the outline as a whole. Contrast this with Figure 5, where strokes have been enabled.
In general, enable strokes when you want to apply an effect over multiple line segments; otherwise, leave strokes disabled.
2 3 4 5
SKETCH MATERIAL 61
Enable
This switches on strokes.
Close Path
Close Path disabled (left) and enabled (right) for a cube’s distorted outline.
If Close Path is enabled, Sketch and Toon will try to join the start and end of the stroke.
62 CHAPTER 4
Match, Threshold, Distance
Although the lines generated by Sketch and Toon come from a 3D scene, the lines themselves are only 2D because they are drawn at onto the screen. This means you can get line segments that overlap on the screen and could be connected that are actually from different depths of the scene. These settings tell Sketch and Toon how to deal with such line segments. You can set Match to the following modes.
Flat
This mode ignores the Z-depth and treats all lines as purely 2D; this essentially attens the image and lets line segments be connected together even if they are at different depths in the scene.
Nearest
The Nearest mode connects to the line that is the minimum Z-depth away. Note that this doesn’t always produce the desired results. Sometimes if you have lots of very small lines close to one another, the nearest connection may not be the best one! If strokes start breaking up, try using Depth mode instead, and if that doesn’t help, try Flat, which allows all possible connections.
Keep in mind that when strokes break up, it is usually a sign that there are problems with the mesh; for example, perhaps the mesh contains non-planar polygons — these are best avoided when using Sketch and Toon. Use clean simple mesh for best results.
Depth
In Depth mode, you can specify the maximum difference in Z-depth to allow for connections.
World
This matches the Z in world coordinates. This is good for contour lines where you want line segments from the same contour to connect.
Join Limit
Low Join Limit value (lef t) and high Join Limit value (right).
This is one of the most important settings on the Strokes tab. It prevents neighboring line segments from being joined together if the angle between them exceeds the Join Limit value. This helps to prevent very long strokes and speeds up the calculation of strokes by limiting the number of possible connections.
SKETCH MATERIAL 63
Filter Strokes, Mode, Length
You can also lter strokes using the Total Length modier for Thickness in the Sketch material.
When strokes are generated, a small number of lines are often “left over” and form very small strokes or no strokes at all. These tend to look like artefacts or “blobs.” Enable the Filter Strokes option to remove these unwanted lines. There are three modes for the strokes lter. Overlap is the best one and is especially good at removing overlaps and small strokes. However, it is also the slowest mode.
Pixel
The Pixel mode lters all strokes below the Length value (in pixels). However, the problem with this mode is that if you zoom the objects or scale them, the lter removes more or less because the pixel size of the stroke has changed.
Object
This mode also lters strokes below the Length value. The difference is that in this mode the Length is specied as a percentage of the object’s screen bounds maximum, i.e. its width or height, whichever is greater. This enables you to move or zoom objects without the effect changing.
Overlap
Overlap is an intelligent mode. First it looks for overlapping strokes. When it nds them, it lters the shorter stroke if it is shorter than the Length value and within the Distance value of the longer stroke, where a Length value of 100% and a Distance value of 100% correspond to the longer stroke’s length and Thickness value (Thickness tab).
Start, Angle
Various starting positions for the stroke using the Start and Angle settings.
These settings inuence the starting position of strokes. Note that the starting point is only a guide for Sketch and Toon. Sketch and Toon will try to start here, but the stroke may start from an earlier point if it can do so. You can set Start to the following modes.
64 CHAPTER 4
Screen, Object
From lef t to right: Angle set to 0°, 90° and 220°.
Sketch and Toon will try to start drawing the strokes from the angle you specify, where 0° means from the center of the screen or object upwards (left sphere above).
Random
This starts each stroke from an available line segment chosen at random.
Mesh
In Mesh mode, the stroke starts with the “oldest” available edge (i.e. the one with the lowest index number in the Structure manager).
Left, Right, Top, Bottom
Each stroke starts with the line segment closest to the left, right, top or bottom edge that is still available.
Outer, Inner
The Inner and Outer modes start the stroke with the rst available line segment closest to or furthest away from the object’s center.
Frame Match
This feature does not work with CINEMA 4D Net.
Stylized strokes may lead to problems when animated. This is because the lines and their possible connections change from frame to frame, causing various “jumping” and “popping” effects. The Frame Match options are designed to help overcome these issues. They attempt to match up the strokes generated for the current frame with the strokes from the previous frame. For best results, avoid major changes from frame to frame.
Direction
This sets the direction in which Sketch and Toon tries to draw the stroke: clockwise, anti-clockwise, left, right, up or down. If a stroke isn’t possible in this direction, Sketch and Toon will try to draw the stroke in the opposite direction instead. Sketch and Toon also checks the opposite direction once the end of a stroke has been reached and extends the stroke in this direction if it can.
SKETCH MATERIAL 65
End, Length, Angle, Variation
These settings control when Sketch and Toon ends a stroke. If End is set to Off, Sketch and Toon will create each stroke until it cannot continue anyway (i.e. until it runs out of suitable connections).
The other modes — Length, Angle and Joint — end the stroke once it is longer than a set length (dened in pixels); when the angle to the next line segment is greater than a set angle; or when the stroke meets two or more line segments and has a choice of which path to take. The Variation settings vary the set length and angle per stroke as a percentage.
Start Cap, End Cap, Width, Height, Texture
Round Flat Square Arrow Custom
These setting control the shape of the cap at the start and end of each line. You can choose from shapes such as Flat or Arrow or you can load an image and use it as a custom shape (set Start Cap or End Cap to Custom and use the Texture button to load the image).
The Width and Height settings specify the width and height for arrow caps or custom caps. Keep in mind caps take longer to render the larger they are.
Image used as a custom cap (left) and the cap applied to the end of a stroke with Width set to 800% and Height set to 100% (right). Note how the cap adopts the stroke’s properties such as color and thickness — the cap effectively becomes part of the stroke.
The image for a custom cap should show the cap pointing to the right (see the double-arrow example above). Solid parts of the cap should be black, transparent parts white. Values between black and white represent semi-transparency.
Joint
Miter Bevel Round
Choose the shape of the joints: Miter, Bevel or Round.
66 CHAPTER 4
About Miter Joints
Miter joints take longer to render than Bevel joints and Round joints. However, you can optimize their rendering speed using the Miter Limit value. The optimum setting is the smallest angle of any joint.
126.8˚
53.2˚
Increase the value for faster rendering but avoid setting it higher than the smallest angle or some or all of the joints will be rendered blunt instead of sharp (left diamond).
Pattern
A pattern with strokes disabled (left) and enabled (right). Enabling strokes allows the pattern to be continuous over multiple line segments.
The Pattern settings give a pattern to the lines such as dashes or dots. These patterns are mostly useful for technical illustrations. If you want the pattern to be continuous over multiple line segments, ensure that strokes are enabled. You can choose from various preset patterns or, to dene a custom pattern, click the Edit button and use the Edit Pattern dialog (click or drag over bars to turn black bars to white and vice versa).
In the Edit Pattern dialog, click or drag over bars to invert their color.
SKETCH MATERIAL 67

Adjustment

The Adjustment tab enables you to make various adjustments to the lines. For example, you can offset the lines from the geometry, rotate them in 3D space and add overshoots.
Stroke
Original stroke (left), resized with Recalculate enabled (center) and resized with Recalculate disabled (right). For the center and right cube, Star t and End were set to 40% and 80% respectively.
To shorten the lines, enable the Resize Strokes option and set the Start and End values to where the lines should start and end as a percentage of their original length. Use the Variation values to vary the start and end for each line. Enable the Recalculate option to t the stroke’s properties such as color and thickness to the start and end of the stroke.
HSV
From lef t to right: original lines and HSV values all set to 20 % , 50% and 100% .
The HSV settings vary the color of each stroke (or line segment if strokes are disabled) based on a percentage variation of the original color. You can enter a separate percentage for hue (H), saturation (S) and value (V). 0% means no variation, 100% means maximum variation.
68 CHAPTER 4
Screen Offset
From lef t to right: original stroke, with Start offset, with Start and End offset, with positive X and Y of fset.
The Start and End settings offset the line based on the direction of the normals at the start and end of the line (center oil tanks). You can also offset the stroke using the X and Y boxes, which dene how many pixels to offset the stroke in the computer screen’s X and Y directions (right oil tank). The Variation boxes vary the offset per stroke. 0% means no variation, 100% means maximum variation.
2D Transform
1
1 Original stroke; 2 Stroke with Scale X; 3 & 4 Scaled stroke with Start pivot (3) and Center pivot (4); 5 Rotate value set to 10°.
2 3 4 5
The 2D Transform settings scale and rotate the lines in the two dimensions of the computer screen. The Pivot setting denes the center of rotation and scaling: Start and End for the start or end of the line, Center for the center of the line, or Object for the center of the object. The Variation boxes vary the scale and rotation per line. 0% means no variation, 100% means maximum variation.
SKETCH MATERIAL 69
Overshoot
Use Overshoot to add extensions to lines. Image © 2003 by Artur Bala.
The Overshoot settings add straight extensions to the lines. The Start and End boxes dene the length of the overshoots at the start and end of the line, either as a percentage of the line’s length (Relative enabled) or in pixels (Relative disabled). The Variation boxes vary the length of the overshoots per stroke. 0% means no variation, 100% means maximum variation.
3D Transform
1
1 Original; 2 Movement with P.X and P.Y; 3 Movement with P.Z (i.e. towards or away from the camera); 4 Scale with S.X and S.Y; 5 Rotation with R.H and R.P.
These settings change the position (P), scale (S) and rotation (R) of the lines in three dimensions. The Transform option switches the transformation on or off.
2 3 4 5
70 CHAPTER 4

Distort

1
1 Original stroke; 2 Type set to Cubic and Close disabled on the Strokes tab; 3 Type set to Cubic and Close enabled on the Strokes tab; 4 Type set to Akima; 5 Type set to B-Spline.
The Distort settings enable you to add imperfections to the lines such as curves and wobbles. They are also useful for smoothing out strokes created by low poly objects.
You can optionally specify a vertex map to control which lines are distorted and by how much. To do this, assign a Sketch Style tag to the object if it doesn’t have one already and set the map on the tag’s Maps tab (drag and drop the tag into the Distort Map box).
2 3 4 5
Curve Stroke, Type, Step, Strength
Enable the Curve Stroke option to curve the strokes. Choose the shape of the curve from the Type drop-down list: Linear, Cubic, Akima, B-Spline or Bezier. These are the same types that are available for CINEMA 4D’s spline objects. The Strength value denes the strength of the curve effect. 0% means no cur ve, 100% means the full effect.
The Step value is the number of pixels between each step in the curve. Decrease the value for a smoother curve, but keep in mind it will take longer to render.
SKETCH MATERIAL 71
Mode
From lef t to right: Mode set to Sin, Noise and Spline.
The Mode settings add distortions to the lines. Choose from four modes: None (switches distortions off), Sin, Noise or Spline.
Sin
Sin mode distorts the lines based on a sine wave (left cube above). The Wavelength and Displace settings dene the wavelength and amplitude respectively of the sine wave, in pixels.
Noise
The Noise settings are ideal for adding a natural look to the lines such as wobbles. They work in the same way as the noise settings for the Noise modier except they modify the path of the lines instead of the color, thickness or opacity. For details, look up “Noise modier” in the index.
72 CHAPTER 4
Spline
For details on using spline graphs, see your CINEMA 4D reference manual.
The Spline mode distorts the lines using a spline graph. The Displace value is the strength of the distortion.
SKETCH MATERIAL 73

Color, Thickness, Opacity

These three tabs give you complete control over the color, thickness and opacity of lines. They enable you to create any type of line effect, from simple lines that fade out to complex brush effects. Each tab works in a similar way:
- Set the general color, thickness and opacity using the Color, Thickness and Opacity settings at the top of the tabs.
- Modify the color, thickness and opacity using the modier options. To switch on a modier, enable its option. You’ll see its settings appear in the bottom part of the tab, where you can adjust them.
With a few exceptions, each tab has the same modier options. For example, the Along Stroke modier is present on all three tabs. You’ll nd a description of each modier in the following pages.
Link To Thickness (Opacity tab only)
The Opacity tab has a Link To Thickness option which enables you to use the same modier settings for thickness and opacity. Instead of setting the modiers on both tabs, set them on the Thickness tab only and enable the Link To Thickness option on the Opacity tab.
74 CHAPTER 4
Distance modier
(Original) Color Thickness Opacity All three
The Distance modier modies the color, thickness or opacity based on distance from the camera.
Material editor settings
Color tab. Thickness and Opacity tabs.
Range, Min, Max
The Range setting denes the range over which the color, thickness or opacity is modied.
Object
This range is from the part of the object nearest the camera to the part furthest away.
Camera
This uses the camera’s Front Blur End and Rear Blur End values (Depth tab) when you enable them. If the options are disabled then Sketch and Toon will use the Target Distance in place of Rear Blur End and the Camera in place of Front Blur End.
Custom
When you select the Custom range, you’ll see the Min and Max boxes appear. These dene the start and end of the range as distances from the camera.
Other settings
Look up “Common modier settings” in the index.
SKETCH MATERIAL 75
Along Stroke modier
(Original) Color Thickness Opacity All three
The Along Stroke modier modies the color, thickness or opacity based on position along the stroke.
Material editor settings
Color tab. Thickness and Opacity tabs.
Range
The Range setting is the range over which the color, thickness or opacity is modied.
Line
This range is from the start to end of each stroke (or line segment if strokes are disabled).
Custom
The Custom mode lets you specify the start and end of the range (Min and Max) along the stroke in pixels and the number of times the range is looped (Loop).
Other settings
Look up “Common modier settings” in the index.
76 CHAPTER 4
Position modier
1
(Original) Color Thickness Opacity All three
The Position modier modies the color, thickness or opacity based on the object’s position along the camera’s X, Y or Z-axis.
Material editor settings
Color tab. Thickness and Opacity tabs.
Axis, Min, Max
The Axis is which camera axis to use. The Min and Max values dene range over which the parameter is modied. For example, if A xis is set to Z and Min and Max are set to 500 m and 1000 m respectively, the range is from 500 m to 1000 m along the camera’s Z-axis.
2 3 4 5
Other settings
Look up “Common modier settings” in the index.
SKETCH MATERIAL 77
Total Length modier
(Original) Color Thickness Opacity All three
The Total Length modier modiers the color, thickness or opacity based on the length of each stroke (or line segment if strokes are disabled).
Material editor settings
Color tab. Thickness and Opacity tabs.
Min, Max
These dene the minimum and maximum line length in pixels over which the parameter is modied.
Other settings
Look up “Common modier settings” in the index.
78 CHAPTER 4
Scale modier
This modier is based on the scale — not the size — of the objects!
(Original) Color Thickness Opacity All three
The Scale modier modies the color, thickness or opacity based on the object’s scale along an axis.
Material editor settings
Color tab. Thickness and Opacity tabs.
Axis, Coordinates
The Axis setting is which axis to use: X, Y or Z. The Coordinates setting lets you choose whether this axis is an object axis (Local) or world axis (World). For example, if you set Axis to Y and Coordinates to Local, the lines will be modied based on the scale of the object’s Y-axis.
Range (Thickness and Opacity tabs only), Min, Max
A custom range is always used on the Color tab. Set the range using the Min and Max boxes
— see below.
This is the range of scales over which the parameter is modied. If Range is set to Scale, the range is from a scale of 0 to 1. To dene your own range, set Range to Custom and enter the minimum and maximum scale into the Min and Max boxes.
Other settings
Look up “Common modier settings” in the index.
SKETCH MATERIAL 79
Facing Angle modier
(Original) Color Thickness Opacity All three
The Facing Angle modier modies the color, thickness or opacity based on the direction in which the lines are facing relative to the camera. Hidden lines are also affected if shown.
Blue visible lines and red hidden lines via the Facing Angle modier.
Material editor settings
Look up “Common modier settings” in the index.
Color tab. Thickness and Opacity tabs.
80 CHAPTER 4
Illumination modier
This modier works best with spotlights.
(Original lighting) Color Thickness Opacity All three
The Illumination modier modies the color, thickness or opacity based on the illumination falling onto the line.
Material editor settings
Color tab. Thickness and Opacity tabs.
Mode, Brightness (Color tab)
On the Color tab you can use the modier in two modes: Intensity and Color.
Intensity mode
This mode ignores the gradient and gives you grayscale lines whose brightness depends on the intensity of light falling onto the line. Use the Brightness value to darken or brighten the effect.
Color mode
The Color mode uses the gradient’s colors. See the example above.
Mode, Lights box
Here you can choose which lights are used for the illumination. All lights in the scene are used by default. To include or exclude specic lights, set Mode to Include or Exclude and drag and drop the lights into the Lights box.
Lighting
Use Lighting to choose whether the lighting, shadows or both are used to modify the parameter.
SKETCH MATERIAL 81
Invert
This inverts the modier’s effect.
Other settings
Look up “Common modier settings” in the index.
82 CHAPTER 4
Join Angle modier
This modier works with strokes only.
(Original) Color Thickness Opacity All three
The Join Angle modier modies the color, thickness or opacity based on the angle of the joints in the stroke.
Material editor settings
Color tab. Thickness and Opacity tabs.
Ends
The Ends mode controls what happens at the ends of the stroke.
No Change
The very start and end of the stroke use the parameter’s full value. For example, if you are using the Join Angle modier on the Thickness tab and Thickness is set to 12 pixels, the start and end of the stroke will be 12 pixels thick.
Minimum Angle, Maximum Angle, Zero Angle
Depending on which of these modes you select, the ends are treated as if they are joints of the minimum or maximum angle or of zero angle.
Other settings
Look up “Common modier settings” in the index.
SKETCH MATERIAL 83
Texture modier
This modier is available on the Color and Opacity tabs only.
With the exception of the Coffee modier, this is the most powerful modier in Sketch and Toon. It offers considerable control over the rendering of the lines and enables you to create countless brush effects.
Material editor settings
Color tab. Opacity tab.
Load Brush, Save Brush
You’ll nd various presets in the Sketch folder within CINEMA 4D’s Library folder.
These buttons enable you to load and save the Texture settings for brush-style presets.
Texture, Alpha
Texture & alpha Original line Texture Texture & Alpha
Here you can choose the main texture and apply an alpha to it. The alpha is available on the Color tab only. Use a normal image for the alpha, not an alpha channel.
Offset U, Offset V, Scale U, Scale V
These values offset and scale the texturing in the U and V directions.
84 CHAPTER 4
Spacing
From lef t to right: Spacing set to 100% , 200% and 50% .
The default Spacing value of 100% places one texture tile directly after another. Use a higher or lower value to move the tiles apart or overlap them.
Scatter U, Scatter V, Count
Original Scatter U Scatter V Scat ter U & V Count = 8
The Scatter values scatter the tiles in the U and V directions. 0% means no variation, 100% means maximum variation. To mix in extra tiles, increase the Count value. For example, change the Count value from 1 to 3 for three times as many tiles.
Parts of the texture that are not on the line will be cut off. See the middle line below.
Size
From lef t to right: Size set to 100%, 50% and 25%.
SKETCH MATERIAL 85
The Size controls the scale of the tiles. The Variation value lets you vary the size of each tile from 0% (no variation) to 100% (maximum variation).
Roundness
From lef t to right: Roundness set to 100%, 35% and 200% .
The Roundness value squashes (less than 100%) or stretches (greater than 100%) the tiles in the line’s U direction. The Variation value varies the roundness of each tile from 0% (no variation) to 100% (maximum variation).
Angle
This value rotates each tile. The Variation value varies the angle of each tile from 0% (no variation) to 100% (maximum variation).
Count
See “Scatter U, Scatter V, Count.”
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Aspect
Aspect disabled (left) and enabled (right).
If the Aspect option is disabled, the texture tile is stretched to t the whole line. Enable the option to use the texture’s width to height ratio instead.
Invert (Opacity tab only)
The texture (left) and Invert disabled (center) and enabled (right).
Enable the Invert option to invert the texture’s effect. Transparent parts become opaque and vice versa.
Tile
Tile disabled (left) and enabled (right).
To tile the texture, enable the Tile option and ensure the Aspect option is disabled.
SKETCH MATERIAL 87
Bend
Bend disabled (left) and enabled (right).
Enable the Bend option if you want the tiles rotate to follow the direction of the line.
Other settings
Look up “Common modier settings” in the index.
Making a brush with the Texture modier
Figure 1.
- Start a new scene and draw a spline similar to the one above.
- In the Material manager, choose File > Sketch Material.
- In the render settings, on the Effects tab, select the Sketch material and on its Lines tab, enable the Splines option.
- In the Material manager, double-click the Sketch material to display its settings in the Material editor.
- On the Thickness tab, set Thickness to, say, 30 pixels. On the Color tab, enable the Along Stroke option and dene a gradient.
Figure 2.
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- Render to check the progress of the line (Figure 3, left line).
Figure 3.
- On the Opacity tab, enable the Texture option and in the Texture settings that appear, click the Texture triangle and choose Load Image. Use the dialog that opens to load the chalk_chunky.jpg texture from CINEMA 4D’s library/pattern location.
- Set Spacing to 8% to form a continuous line of tiles (Figure 3, right line).
- The stroke looks too uniform. For a more natural effect, set the Variation value for Size to 20% and the Variation value for Angle to 10%. This varies the size and direction of the tiles (Figure 4, left line).
Figure 4.
For nishing touches, try fading out the thickness and opacity at the ends of the stroke using the Along Stroke modier on the Thickness and Opacity tabs (Figure 4, right line).
SKETCH MATERIAL 89
Screen Angle modier
(Original) Color Thickness Opacity All three
The Screen Angle modier modies the color, thickness or opacity based on the line’s direction on the computer screen.
Material editor settings
Color tab. Thickness and Opacity tabs.
Rotate
The Rotate setting lets you rotate the modier’s effect.
Other settings
Look up “Common modier settings” in the index.
90 CHAPTER 4
From Surface modier
This modier is available on the Color tab only.
(Original) Normal lines From Surface enabled
The From Surface modier modies the color of the line based on the color of the surface.
Material editor settings
Color tab.
Brightness
33% 66% 100 %
This controls the brightness of the lines as a percentage of the color sampled from the surface. In other words, the higher you set this value, the brighter the lines and the more they blend in with the image.
Illumination, Shadows
These options control whether illumination and shadows are included when the surface is sampled.
Other settings
Look up “Common modier settings” in the index.
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