Maneki

Fast, consistent, all-in-one Anime (アニメ) toon shading & outline detection rendering solution for next generation, ultra high quality, 4K NPR and PSR content in Autodesk® Maya®.

http://maneki.sh

Maneki

Maneki introduces Photo-Surreal Rendering (PSR) — a neologism for the stylistic intersection of physically-based (PBR) and non-photoreal (NPR). Maneki combines modern lighting, shading and path tracing techniques with the traditional design elements of Japanese Anime, featuring unique, production-proven, features.

Maneki has been and is being used on a growing number of high-profile feature film productions and Netflix Original TV Series:

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2016

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2017

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2018

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2018

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2019

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2019

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2019

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2019

ORIGINS OF THE NAME

Maneki is named after our mascot “Maneki Neko” (招き猫), literally translated as the beckoning cat. He typically resides by the windowsill of homes, shops & offices, and has become a pop icon not only in Japan, its original birthplace, but also in China and worldwide. With his welcoming pose, intriguing character and unmatched cuteness (kawaii / かわいい) we invite you to try our rendering technology. If you'd like to communicate with him, he's a regular on Twitter.

TOON / ANIME IN MAYA

Maneki is tightly integrated in Autodesk® Maya® with a set of materials, lights, procedural patterns and geometry processing tools. While designed to produce beauty imagery straight out of the renderer and minimize the work done in compositing, Maneki provides convenient output AOVs along with introducing a novel re-coloring workflow for directors via the additional Maneki Composer for Nuke.

3DELIGHT NSI RENDERING

Maneki is powered under the hood by the 3Delight NSI path tracer, which is included as part of the tool-set. Featuring a tight integration with Autodesk Maya, Maneki offers unique rendering capabilities developed with particular attention for the stylistic needs of content productions that aim at reproducing Anime-style looks.

NUKE PLUGIN

Maneki Composer for Nuke efficiently re-color shots (including both shading and outlines) in Nuke and sync-back color changes with Maya to reproduce final imagery. This allows for quick interaction and parallel team work with the color director without the need for legacy texture-based "color palettes".