So I am trying to get this effect that works based on the light of the scene.
I came to found this pic on a forum but it was mostly about how to achieve it in Maya (have the pic of the shading network, I'll post it next).
I get the first part of the process, but with what images I need to use to achieve it but I dont get how to make it react properly to the light.
What a guy managed to do in 3dsMax (forgot to say it but its where I am trying to get it to work too, sorry)
I can get it to look like this but its still very far from the other look that fits more with what is wanted
mostly falloff and composite, but it always gets that aspect of very geometric lines that cover everything instead of that more natural feel of the top image where even if its well lit its still softly traced here and there while the dark areas are very filled with black with each line getting darker.
Also the top image doesnt have gradients as shadows but simply more lines that get thicker
it really is as simple as having a falloff with a sharp curve and some few lines, then in the dark have another falloff with a composite adding more lines and then another fallof with another composite adding more lines, etc... untill I got more and more lines as it got darker, the problem is that it seems very mathematical
I want it to be more like this
maybe an image like this would be more apropriate.
But yeah, I still just need that look of the first pic
Okay, I did what I could. The trick basically was this:
Instead of doing it the regular way (textures first, then lighting), I first set up a basic, white material to capture all lighting. Shadows, AO, and so on.
Then I used this to determine the width of the lines along the object. Finally, I mixed that line image with the original image to give it some softness.
If you're using Blender, I've uploaded the file here (http://pasteall.org/blend/38342), so you can check out the material, lighting setup, textures, whatever.
If you want to get a shader to look like that then comparing it on spheres and cubes is fairly is only half of the test. Put a couple of practical objects in the render as well such as a horse mesh. Or even a teapot if you don't have one. Seeing how the shader interacts with changing shapes and intersections is massively important.
Make the fall off for the cross hatch greater than the hatch. When doing real cross hatching your midtones are only one set of lines. And just set your materials to higher tile counts for finer lines is a start
Here you go, I hope it's readable.