Tips for creating wiggly toon lines
While several
methods exist for creating wiggly toon lines, we’ve provided information
about four possible techniques in this section. Depending on the
level of detail needed and the density of triangles on the model
you might want to turn on resampling for the lines and lower the Max
Segment Length to produce enough CVs to see the wiggle
effects.
To
create wiggly toon lines
- Map
the line offset and/or width attributes with a noise texture.
- Make
the noise type Perlin Noise because it is
faster.
- Adjust
the alpha gain on the texture to increase/decrease the amount of
offset.
- The
line offset is relative to the line width, so increasing the width
scales the offset as well.
- To
make it wiggle you can animate the noise texture by typing the following
in the Time attribute:
- “= time * 5"
- You
could also step the keys on time or oscillate for various looks.
You can then play with the various noise parameters to get the desired
wiggle.
- You
can also map opacity or line width to create gaps.
- Create
a line modifier for the toon line.
- In
the lineModifier node, make Width Scale 1, Surface
Offset something like 0.01, and Dropoff
Noise around 0.8.
- Adjust
the Noise Frequency for the desired
level of detail. By default the effect is only inside the line modifier, however
by deleting the second dropoff index it will also affect areas outside
the modifier. This noise is a volume noise that moves with the modifier,
so rotating or translating the modifier will create a wiggle.
- You
could also oscillate the Noise Frequency up
and down a little.
- Use
a Paint Effects brush. If you
assign a Paint Effects brush to the
toon line, you can then use the full set of attributes on the brush
node. The pfxToon node overrides a few
of these attributes, although for simplicity it has an internal
default brush and does not show the full set of Paint
Effects attributes.
- You
can use watercolor brush strokes and so on; when doing this, it
is a good idea to use Resample Profile and
set the Min/Max Segment Length to the
same value. This will result in better coherence in the lines as
they change.
- One
technique to use some of the brush displacement attributes is to
create a single tube, but force it to follow the stroke path:
Tubes = on
Tube Completion = off
Tubes Per Step = 0
Start Tubes = 1.0
Path Follow = 1.0
Segments = the largest number
of segments in any of your lines or more
You can then play with displacement values such
as Noise, and world Displacement
turbulence. Then increase the turbulence speed for an
animated wiggle.
If desired you can layer multiple toon lines
on the same object, each with a different brush. The Draw
Order (under Stroke attributes)
can be used to set the order of these different strokes; for example,
creating a pencil line on top of a watercolor smear or blur.
- Create
a toon line using the Offset Mesh option
for Profile Lines and turn off Border and Crease lines.
- Assign
your shader to the resulting offset mesh and turn on Double
Sided (Render Stats section of the
mesh’s Shape Attribute Editor). You
will have to select the offset mesh in Outliner because
it is not pickable in the scene and then turn off Enable
Overrides (Object Display section
of the Attribute Editor).
- Hide
your original mesh. By texturing the line offset or width on the
toon shader you now have a displacement to polygon with construction
history.
- You
can animate the displacement in the same way as described in the
first technique. A toon line can then be assigned to this wiggling displaced mesh.