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FlyerX wrote:
> I would be grateful if you share the
> technique for the shading.
I'm leaving for work soon, and nobody has guessed, so I'll share how I
did it.
I wrote a raytracer in POV-Ray, reusing the "trace" function for speed
and simplicity. To make this an honest render, I used boxes for pixels
instead of writing pixel data out to a file, but a more serious
implementation would do the latter to save RAM.
Included anti-aliasing (similar to POV's method 2 with a tweak that
makes thin lines look better) and shaders. Can do a lot more than
toon-shading, but my time is very limited. Outlines were produced with
something similar to the Open-GL method you described, though shader
outlines would also be possible.
I am considering writing a more advanced raytracer (with an SDL parser)
in Python in order to explore the feasibility of my proposal for a
POV-Ray 4.0 shading language (don't expect it to look much like Renderman).
-Shay
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