As I’ve got a little one of my own now, and have been watching some of the modern cartoons out there for wee-ones, I’ve noticed most have a sort of soft, chalky, diffuse lighting style, that almost looks like Global Illumination, but not quite. I’d like to reproduce it in Blender, but not sure how to grasp it.
Take a look at a few of these examples:
Sid the Science Kid, Super Why, Dinosaur Train (1), (2)
The Sid example is the one that pops out to me the most. There are very few harsh shadows (under all the lifted feet is still pretty bright, but inside mouths and deep in tree leaves are dark).
Everything looks a lot like it’s just shaded based on proximity to other objects (GI), but there are some clear highlights indicating directional light. But, those highlights point in multiple directions (look at the pink guy; his right arm appears to be lit from the left or top-left, but his right pant leg appears to be lit from the right or top-right. That could be just a light directly above shining on two appendages that are sticking out differently, but combine that with the purple sweater and pleated skirt of the girl on the right; it’s clearly lit from low-left. Also, all characters have both of their cheeks illuminated, highlighting their smiles, which would be two different light directions again.)
All shadows have diffuse edges, yet you can see detail pretty well.
Super Why looks closer to straight GI, but with such huge heads, it’s amazing how light the shadows are under the chins of the characters. There are some highlights (eyes, pig’s helmet, red’s hat), and the bump texture of the three human character’s hair has a great amount of detail to it. In my experience, getting the GI formula to show detail for such fine details means it darkens up other, broader areas (like under the chin).
Dinosaur Train looks less like GI, since it has more sharply-defined shadows, but the shadows under the bodies of all the characters are still pretty light.
Has anyone got a good lighting “recipe” for getting looks like this (and hopefully not taking an aeon to render all those diffuse shadow edges)? Is the solution to this a node-based render that picks apart all the different areas of the scene differently?
I haven’t played with Cycles much yet; is it possible to achieve this look there? And at a reasonable-enough speed to do animation frames?