[WIP] Custom rendering tool for clay renders

TL;DR: A custom rendering tool for a very niche type of renders. Originally intended only for my own usecase, but maybe someone else might find it useful as well. No signup and all that nonsense needed.

Hey folks, I’ll try to keep it brief.

I love modeling and am not very interested in texturing or photorealism. Specifically, I’ve always loved clay renders. You know the matte white renders when nice ambient occlusion and visible wireframes. To me it’s a perfect way of showing of the details in a model. And as you know, Shapr3D’s visualization tools don’t fit this style at all (through no fault of Shapr3D, I think what I want it pretty niche) and I started looking into alternatives.

One way was of course to use Blender, but as as I exclusively use Shapr3D on the iPad, I would prefer to also produce the renders on it as well. A purely subjective problem when using Blender is also that the possibilities are literally endless, and I end up fiddling more with the renders than I’d really like.

I started working on a relatively simple web-based renderer, where the settings would be perfectly tailored to my taste, and I could basically import a model, press render and get exactly what I want every time. I’ve spend a lot of time on getting edge detection, edge rendering (edges are kind of the main part of this) and occlusion working right, but ended up exposing a bunch of values as temporary sliders so I could more easily mess with them while calibrating. Turns out a light setup that works great for one model might not work as nice for another, but I still think I can find a proper compromise.

Try it out an tell me what you think. While I aim for getting rid of most of the settings (again, this is not intended to be any sort of general-use renderer, it will do one style and one style only), if you end up finding a particularly nice combination of settings, they can be shared. Post them here together with a render or two, and maybe I’ll at least add a simple list of presets.

This will remain a clay renderer, tho I have been toying with the idea of trying to keep basic face colors embedded in the models. It’s easy to argue they might help with showing of the model details as well, by differentiating different parts.

AI disclosure: I’m a senior software engineer since 20 years back but have leveraged AI for some functionality here that was way above my head, most specifically edge detection. Turns out it’s easy to detect and render edges in polygon-based models, but detecting features in cad models is a completely different stort.

In the upper right corner of the side panel, there is an import and export button. It works by allowing you to copy or paste a json file with all the settings, if you’d feel like sharing yours.

I’ve setup the lights following a classic 3-light studio setup. Watched a bunch of Blender tutorials and tried to replicate them. The lights can be tweaked as well, so I’d really love some insight from people more knowledgeable about this than me.

Wait… are you sure? If you show edges (or not), change the material of all items to painted cast iron (set color to a light gray, roughness above 1.2) and set the environment to Colored mood and choose a light gray/teal, does this not come close? It would be a better if we could set the line transparency because they are currently too dark.

Yeah, I’ve not been able to reach anything like this. The buggest difference are the hard shadows. In the past I’ve even experimented with rendering multiple versions, one without shadows or edges, one with only edges and one with only shadows, the overlaying them and controlling the opacity of the different layers (so I could get some control over edge lines) but it’s a lot of hassle to still not get the result I’m after.

Gotta say, I’m a bit surprised by the lack of interest, I knew clay renders were niche, but not THIS niche :smiley:

Hi,
Find your clay material for the model in Visualization (I use default)
In Generative Render try this kind of prompt :
keep the scene, the material and the occlusion and just add fines black strokes to the model as a technical drawing
PS: this prompt must be optimized but It’s a beginning…

It’s not bad, but I definitely want the render to be deterministic. If you want to make another render from a different angle, it will come out slightly different. You wont be able to keep consistency if you for example render multiple things as part of a collage. Even in the test render here, it added some sort of roughness to the material, unprompted.

But it’s not a bad approach, depending on the usecase!

Yes I see. I am also interested in this - especially if a clay type appearance ends up being less data than full materials. I need very large models that are checked iteratively and end up having to use colors only before optimizing due to the model size. It’s much easier to review clay models than it is to review simple color due to the slight texture and shadows.

I think having slight face/part color variations of the clay material can help as well.

I updated the tool today to support vertex colors in obj files. When exporting from Shapr3D, luckily there is a toggle to include the colors from the vizualizer (As far as I managed to google tho, stl files don’t support any standardized way to cary face colors)

For my nes example above, it helps to visually discern between parts, but hopefully still keep all the clay benefits. A quick test:

Hi Daniel,
A simple way:
In Modeling Mode > Display Modes > Visualized > Option: Show Edges
Play with Environment, colors, etc… create and save your own material

Hey jean-philippe, yeah, I mentioned before, what I don’t like about the onboard renderer is the hard shadows, lack of ambient occlusion which I love the look and “feel” of, and too black/prominent edges. Like I said, I used to export multiple renders, with and without edges, then ovalaying them in a different software to try to soften them etc. The same with the shadows.

Don’t get me wrong, this is not a feature request, I don’t think Shapr3D needs better visualization than it already has. I think for most people and usecases, the build-in renderer is more than good enough.

I just have a specific style I love, wanted to be able to get it fast and consistent, and wanted to share a way to achieve it :slight_smile:

Yes but my pictures look like yours, right? and you can manage the hard shadow with Environments options.

I don’t think they look the same at all, and no amount of tweaking the light settings can get rid of the hard shadows, that’s just the way the renderer works.

But it’s fine to disagree, if you’re happy with the Shapr3D, there is nothing to argue about :slight_smile: