In this tutorial I’m going to show you how you can use Cinema 4D’s Cel Shader to allow for shadows to be cast onto objects with 100% luminance. I covered the Cel Shader in a previous tutorial but had a lot of people ask me about how this specific task is done so I wanted to go a little more in depth and highlight just the Shadow function in the Cel Shader.
To learn how I recreated this line art style of illustration in Cinema 4D, check out my Creating Line Art Animations Using Sketch and Toon tutorial.
Cool. Thanks!
Hi, great pack!
Thanks very much, i posted it on http://cinema4dnews.blogspot.com
Best Regards
Jan
thanks , very good
Parabéns pelo seu trabalho , tem me ajudado muito
Congratulations for your work has helped me a lot
Wow, Thanks, EJ
Love the 2d look tutorial! I used this method on a recent animation https://vimeo.com/120661070, I’d love some feedback as 1 3d artist to another.
Hey Richard, looking good! I think the animation is very rigid and mechanical. The facial expressions are very quick and not very expressive, I think you could exaggerate a lot of the movements for added emotion. I can’t read the texts on the screen so you might want to just cut to a shot of the phone from the characters point of view. Hope that helps!
Thanks EJ, I will keep at it!
Animation is tough, but nothing can replace or easily replicate nitty gritty hardcore keyframing! Gotta get them hands dirty! :)
How do you get rid of the circular shape the light creates on the floor or object. Just can’t seem to get rid off it. Thanks
Circular specular spots are going to be there regardless but you can adjust how it looks by adjusting the gradient knots in the differeent S&T options (Diffuse, Specular, etc) and changing the angle of the light to have it so the circular shape isn’t noticeable
Thanks for the reply man, appreciate the feedback.
Thanks for watching!
No worries man, sorry for such a delay in a response!
It happens to us all, time stops for nothing :)
Thank you for this insight tutorial, I learned so much about Sketch and Toon shader for my new project, and below is what I came up. However I have a question that when I applied an image texture (cup noodle label) on the luminance channel, the image overrides the single color shader, and shadow doesn’t cast on the label. Is there a way to have layer shader within the luminance channel? My current solution is to render 2 different versions (one with mapping and one with shadow) and then composite in After Effects…
https://www.behance.net/gallery/66308685/How-oodles-of-Cup-Noodles-took-over-the-World
I’m so glad you commented, I discovered your work a few weeks ago and was very impressed! I’m happy I could help you in some small way! :) Fantastic work! So to answer your question, you would need to create a Layer Shader that has the both the logo and the Cel Shader. The Cel Shader would be a White cel shader with a darker grey shadow and use the Multiply blending mode on top of the Bitmap later of your logo. So Cel Shader would be the top layer, bitmap image below it. Hope that helps!
Hi EJ, thank you for your tutorials, appreciate what you do.
Currently, I’m doing an airport scene, airplanes in the back, people are moving through the walkway, plants, benches, signs…and I have two options to get that shadow, either to do a shadow pass with color material after I render luminance material scene and composite all together in AE or to use your method. I would like to hear what would be your approach to get the same shadows in a bigger, way more complex scene?
Thanks in advance and keep up the great work. All the best.
Try just using the Shadow pass & Luminance pass when you render and see if that does the trick, the shadows should turn up correctly in the Shadow Pass!