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(NPR = Non-Photorealistic Rendering)
Yes, I am perverse. I must get Non-Photorealistic Renders using a photorealistic rendering system.
Starting from a few years ago - around 2016-2017 - I researched Cycles NPR solutions among Blender3D users. I manually re-constructed some of these solutions in Poser Material Room, and tested them using Superfly render engine. There were many different approaches and results varied.
One of the shader solutions which worked well for me - with modification by me - is the Sanne celshader. Here I show the 2016 shader tree I devised based on the Sanne celshader for Cycles:
In June 2020, I modified the Cuadropedro Cycles Celshader for use in Poser Pro 11.
This is what it looks like.
I generated a geometry in Blender3D, applied a Cycles shader, baked it and exported the geometry for use in Poser Pro 11.
I show a screenshot which summarises my procedure.
A figure from more than a decade ago, the Daz3D Michael 3SR2 figure had a Bishounen morph which made him anime-ish cool. However, the shaders needed updating for Poser Pro 11 rendering, and I figured out a way to add on sceond skin bodysuit over the character textures. I used the Poser Pro11 Material Room Layers feature: one shader tree with the character texture in the Base Layer, and one shader tree with the second skin bodysuit texture in Layer 1.
Aiko3 is an old anime-style figure from Daz3D. I applied my own Cycles celshaders to use her in Poser Pro 11. I had to paint my own anime eye glints and add them to the shader for her corneas. This is my shader solution.
Quite by accident, I discovered that I could use the AI-assisted Smart Smooting function in Clip Studio Paint EX to achieve a painterly look for my 3D photoreal renders.
Sometime over 2018-2019, a small business started flogging sales over internet media of a clear ball which would invert the image when used with social media photography. To this day I don't understand the appeal of this gimmicky device. Anyway, as a joke, I create a shader to achive the same result in a 3D scene in Poser.
I summarise my exploration of some camera settings as a Microsoft Sway document.
I made an Adobe Spark slide show about what I learned. I uploaded it to YouTube so that it will show on this blog.
Initially, I created hairstyles using the entire scalp surface I specified on the figure. This is not efficient. The best way I found to create my pseudo-anime hairstyles for semi-realistic scenes, is to partition the scalp geometry into parts: Fringe, Top, Back, left, and Right. These will become separate dynamic hair growth zones, thus allowing better control in developing the dynamic hair hairstyle.
In this project, I am using the La Femme figure. After I achieved the basic hairstyle, I added Morphs to adjust the parts.
My Adobe Spark Video on adding dynamic hair morphs in Poser Pro 11. I uploaded it to YouTube so that it will appear on this website
I just want to show you one bug (I never reported it)...
Yes, it is possible. No, you don't need any other add-ons or plug-ins. FBX format is your good friend. All the images below are rendered inside Poser Pro 11. I am using the following Daz3D Genesis 8 females: Sue, YoYo and Mrs Chow. I posed the figrues manually inside Poser Pro 11.