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computer graphics in the early days were often characterized
by their slick, clean, perfect and soulless appearance. Tons
of sterile shiny metal passed in review, mostly to announce
the commencement of a television production. As the years passed
and the CG rendering techniques improved, the level of realism
that could be achieved progressed accordingly. Raytracing, radiosity,
caustics, global illumination, step by step CG is heading towards
truly photorealistic imagery. But sometimes you simply don't
want a render to be realistic. If you look at the world of traditional
painted art, the artistic trend of photorealistic painting in
the Sixties was vilified by the art critics because the photographic
precision often had a clinical, technical radiation as opposed
to what art should bring about: emotion. In the world of art
it's generally about bending realism into a characteristic style,
grabbing the viewer with a creative, original view upon reality.
Luckily for 3D artists, CG software developers introduced "NPR",
which stands for Non-Photorealistic Rendering, enabling 3D artists
to stylize their creations, but also enabling technical illustrators
to achieve an easily readable illustration, featuring lines
to enhance the clearness. NPR usually comes in the shape of
a plug-in for a specific 3D rendering package. The Germany-based
company Cebas (www.cebas.com)
recently introduced their incarnation of what an NPR-renderer
should be all about. The renderer for 3ds Max and 3ds Viz is
entitled finalToon, as an alternative to their photorealistic
renderer finalRender.

DISCREET CERTIFIED
FinalRender is one of the few Max plug-ins that wears the new
stamp of approval by Discreet, which makes it an official "Discreet
certified plug-in". The renderer can be purchased online
at the many-sided Turbo Squid 3D assets website (www.turbosquid.com)
and comes with a decent installer and comprehensive online user
reference. After the plug-in is nestled into the right Max/Viz
plug-in map, an authorization request has to be e-mailed to
the Cebas registration office. Registration follows soon and
opens the gate to the land of finalToon. FinalToon can be divided
in two main categories, cartoon shading and line generation.
The dedicated finalToon cartoon shader can be found between
the shaders in the shader drop-down menu of the standard Max/Viz
material, but it's recommended to make use of the finalToon
material, which offers the added value of local line generation
settings. Global line generation settings can be performed by
using the finalToon Render Effect. Cebas has chosen the form
of a Render Effect to enable the user to interactively adjust
the line properties without having to re-render the whole scene
over and over again until you're satisfied with the result.
The appearance of lines can be altered globally (Render Effect)
or locally (finalToon material) by adjusting a number of separate
line components of a 3D object. The components are: fold edges,
crease edges, intersection edges, material ID edges, user defined
visible edges and angle edges. Each component has a comprehensive
submenu full of options, like the option to change the line
style (continuous, dotted, dashed, etc.), show or hide hidden
(non-visible) lines and advanced options like a noise function
to create distorted lines. The individual line settings can
be copied or instanced between different line components. Very
handy, although I really miss an option to copy/instance global
settings to local settings and vice versa. An other minor complaint
I have is the lack of an Exclude Object(s) dialog in the global
settings, in order to exclude certain objects from getting lines.
In this version of finalToon you'll have to work around this
by assigning a local material to each object and disabling lines
locally. Continuing the finalToon features tour there's the
option to create a line thickness increase related to an adjustable
distance in the scene, and the powerful possibility to assign
maps to a number of line properties, such as the line's color,
thickness and opacity. Creating a nice varying line thickness
and other line effects with the use of native Max maps is a
piece of cake with finalToon. The possibilities are simply too
numerous to sum up, which proves that Cebas has lived up to
their reputation of producing very versatile plug-ins.

This is actually a fully threedimensional scene. As you can
see, with the right FinalToon shading and line style settings
you can make it look like a traditional ink drawing.
Let's take a look at the shaded side of the
toon. The finalToon material is pretty straightforward and easy
to understand. There are three shader components: Shadow, body
and specular. Brightness values next to each component enable
you to adjust only one main color and automatically vary the
shadow and highlight color or map brightness accordingly. Each
component can have its own map, you can accurately adjust the
size of the component areas and the transition smoothness between
the components. It would be nice if each component could also
have a separate opacity, which is currently not the case. An
interesting, original option of the finalToon shader offers
a shader model based upon temperature coloring. In other words
there are only two color components: warm and cold (respectively
lit and unlit areas). This shader model can be used for subtle
surface coloring that is useful as a basis for a clear line
illustration. Rendering of the finalToon shader is performed
by the default Max scanline renderer. Lines are then added to
the image by the finalToon Render Effect.
VAN GOGH
Next to its impressive line capacities, finalToon's pièce
de resistance is definitely its small but impressive collection
of dedicated special effect maps. Let's start with the coolest
map from the bunch: the finalToon Hatching map. Ever wanted
to make your scene look like a Van Gogh creation? Then look
no further than finalToon. The Hatching map makes it possible
to create genuinely looking pen or pencil strokes along the
flow of your 3D object's UVW coordinates. Again, Cebas offers
a dozen of options to alter and refine the look of your hatched
surface, such as an option to achieve crossed strokes. The hatching
is based upon a bitmap of your choice, so you can create your
own strokes in your favourite paint package and use the resulting
bitmap as the basis for your 3D hatching. Every available spinner
in the map is animatable, so with an animated Hatching map you
can create very cool artistic surface motion.

An eye-pleasing example of finalToon's hatching feature, created
by Thomas Pardun (www.3dmaxer.de).
FinalToon's other map types include a finalToon
Flat Mirror map (for reflection on flat surfaces) and a finalToon
Reflect/Refract map, both offering the cool feature of reflected
lines. Both the finalToon Reflect/Refract map and the finalToon
Thin Wall Refraction map offer the possibility of simple but
effective refraction. All mentioned reflection and refraction
maps can handle bump map distortion as well. FinalToon also
comes with a material converter utility, in order to speed up
the process of turning an old Max scene into a finalToon scene,
as well as converting finalToon materials into standard Max
materials. Last but not least, the lines Render Effect offers
the 2D vector output of rendered surfaces and/or lines to Flash
and Illustrator. As this is only a supplementary option for
your convenience, don't expect to get the power of the latest
Swift 3D Max as an added bonus. But for straightforward Flash
and Illustrator applications finalToon's vector output is sufficient.
I guess this review makes it clear that finalToon
is a gem of a plug-in for those searching for a fresh and dynamic
rendering appearance that departs from the realistic look and
feel of the usual 3D scenes. The plug-in feels quite solid.
I did not encounter a single crash during my review sessions.
Congratulations to the developers at Cebas for setting a new
standard in versatile NPR.
Metin Seven
www.metinseven.com
www.sevensheaven.nl
www.figurefarm.com

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