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Achieve the look of Ukiyo-e for 3D animation
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This research explores how the visual language of traditional Japanese ukiyo-e can be
translated into a fully three-dimensional animation workflow. Ukiyo-e prints are known for
their flat colour planes, strong contour lines, compressed spatial relationships, and material
traces left by the woodblock printing process. While these qualities are often referenced in
contemporary animation and visual effects, they are usually borrowed as isolated motifs
rather than rebuilt as a complete visual system inside a 3D pipeline. In that sense, the main
question of this project is not simply how to make a CG image look “Japanese” or “stylised,”
but how to reconstruct a specifically ukiyo-e-like way of organising outlines, depth, texture,
and camera design inside animated three-dimensional space.
The project was conducted through practice-based research during the production of a short
animated film in SideFX Houdini. Instead of separating technical development from creative
production, the film itself functioned as the research environment. A series of iterative
experiments was carried out using Solaris for rendering and COPs for image-based
stylisation and compositing. These experiments focused on how selected visual
characteristics of ukiyo-e could be adapted into a working NPR pipeline for animated shots
rather than still images alone.
Across the production process, three recurring constraints became clear. The first was a
pixel constraint, where image-space outlines were limited by screen resolution and sampling
behaviour. The second was a depth constraint, where flattening the image too aggressively
removed useful spatial information and made scenes harder to read. The third was a camera
constraint, where unrestricted camera motion and wider lenses reintroduced volumetric cues
that conflicted with the intended planar aesthetic. These three constraints became the main
analytical structure of the thesis.
The final outcome of the research is a stylised rendering workflow that separates physically
based rendering from post-process stylisation. Character and environment renders are first
broken into AOVs, then reprocessed in COPs using cryptomatte-based selection, contour
generation, position-based masking, wood grain overlays, and layered compositing. Rather
than claiming a perfect recreation of historical printing, this research proposes a practical
production framework for adapting ukiyo-e principles to contemporary 3D animation. The
findings suggest that achieving this kind of stylised result depends not only on shader
design, but also on how rendering, compositing, and cinematography are coordinated as one
system.
Title: Achieve the look of Ukiyo-e for 3D animation
Description:
This research explores how the visual language of traditional Japanese ukiyo-e can be
translated into a fully three-dimensional animation workflow.
Ukiyo-e prints are known for
their flat colour planes, strong contour lines, compressed spatial relationships, and material
traces left by the woodblock printing process.
While these qualities are often referenced in
contemporary animation and visual effects, they are usually borrowed as isolated motifs
rather than rebuilt as a complete visual system inside a 3D pipeline.
In that sense, the main
question of this project is not simply how to make a CG image look “Japanese” or “stylised,”
but how to reconstruct a specifically ukiyo-e-like way of organising outlines, depth, texture,
and camera design inside animated three-dimensional space.
The project was conducted through practice-based research during the production of a short
animated film in SideFX Houdini.
Instead of separating technical development from creative
production, the film itself functioned as the research environment.
A series of iterative
experiments was carried out using Solaris for rendering and COPs for image-based
stylisation and compositing.
These experiments focused on how selected visual
characteristics of ukiyo-e could be adapted into a working NPR pipeline for animated shots
rather than still images alone.
Across the production process, three recurring constraints became clear.
The first was a
pixel constraint, where image-space outlines were limited by screen resolution and sampling
behaviour.
The second was a depth constraint, where flattening the image too aggressively
removed useful spatial information and made scenes harder to read.
The third was a camera
constraint, where unrestricted camera motion and wider lenses reintroduced volumetric cues
that conflicted with the intended planar aesthetic.
These three constraints became the main
analytical structure of the thesis.
The final outcome of the research is a stylised rendering workflow that separates physically
based rendering from post-process stylisation.
Character and environment renders are first
broken into AOVs, then reprocessed in COPs using cryptomatte-based selection, contour
generation, position-based masking, wood grain overlays, and layered compositing.
Rather
than claiming a perfect recreation of historical printing, this research proposes a practical
production framework for adapting ukiyo-e principles to contemporary 3D animation.
The
findings suggest that achieving this kind of stylised result depends not only on shader
design, but also on how rendering, compositing, and cinematography are coordinated as one
system.
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