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I did not model this. This monkey model comes with Blender.
This render was done with POV-Ray.
This image has not been resized.
This image has not been post-processed.
This is not a combination of layers.
No image was used to create this render.
A model, some SDL, and ONE render.
-Shay
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Attachments:
Download 'monkey.jpg' (51 KB)
Preview of image 'monkey.jpg'
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Shay wrote:
different outline style.
Text file included with the model:
This file is downloaded from www.cg-files.com
Mail: sht### [at] yahoocouk
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Attachments:
Download 'buddha.jpg' (83 KB)
Preview of image 'buddha.jpg'
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Shay wrote:
> Shay wrote:
>
> different outline style.
> Text file included with the model:
> This file is downloaded from www.cg-files.com
> Mail: sht### [at] yahoocouk
>
> ------------------------------------------------------------------------
>
Looks very nice and clean. I would be grateful if you share the
technique for the shading. Is the effect produced only by the material
or did you have to modify the mesh somewhat in POV-Ray too? Is is
similar to the OpenGL trick to show mesh edges?
In PoseRay I made the POV-Ray cartoon effect by playing with the finish
of the material but I could never get the material to show the edges.
FlyerX
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Shay wrote:
> A model, some SDL, and ONE render.
>
> -Shay
Coolness. Does your algorithm cast rays at the object and is therefor pixel
dependent?
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FlyerX wrote:
> Looks very nice and clean.
Thank you.
> I would be grateful if you share the technique for the
> shading.
Someone will guess soon.
> Is is
> similar to the OpenGL trick to show mesh edges?
I don't know anything about OpenGL, so I couldn't tell you.
> In PoseRay I made the POV-Ray cartoon effect by playing with
> the finish of the material
With as many different shades?
I don't know PoseRay. Does it have surface shaders like POV-Man?
-Shay
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Greg M. Johnson wrote:
> Coolness. Does your algorithm cast rays at the object and is therefor
> pixel dependent?
I don't understand that question completely. This images are antialiased
properly, unlike the results from a "posterize" filter.
-Shay
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Shay wrote:
> FlyerX wrote:
>
>> Looks very nice and clean.
>
> Thank you.
>
>> I would be grateful if you share the technique for the
>> shading.
>
> Someone will guess soon.
>
>> Is is similar to the OpenGL trick to show mesh edges?
>
> I don't know anything about OpenGL, so I couldn't tell you.
>
>> In PoseRay I made the POV-Ray cartoon effect by playing with
>> the finish of the material
>
> With as many different shades?
> I don't know PoseRay. Does it have surface shaders like POV-Man?
>
> -Shay
The OpenGL trick is just to draw the back-facing triangles with thick
edges. In this way at any point where the mesh is turning away from view
a thick line will show. The effect is rather easy to do and involves
just a few flag changes.
PoseRay (http://mysite.verizon.net/sfg0000/) is a program I wrote to
convert 3D meshes in other formats to POV-Ray scenes. One of its options
is to create a cartoon effect by modifying the finish in the material.
Right now it only uses one or two levels (user option).
later,
FlyerX
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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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Shay <Sha### [at] cccc> wrote:
> I'm leaving for work soon, and nobody has guessed, so I'll share how I
> did it.
[snip revelation]
Ah, that explains the different options for outlining. Actually, I had a
suspicion you were casting rays but I never thought you'd gone as far as a
complete raytracer - your playful tone hinted at a simple trick!
I've got a way to toon-shade using just a pigment statement, but it can't do
shadows or outlining. Well, not good outlining :).
Bill
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Shay wrote:
> I wrote a raytracer in POV-Ray, reusing the "trace" function for speed
> and simplicity.
Ah, the massive overkill approach. Nice. :-)
BTW, have any of you seen Freestyle?
http://freestyle.sourceforge.net/
- --
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
You know you've been raytracing too long when you can't decide which one
of your kids you're going to sell on the black market so you can afford
the plane ticket to the London PovRay conference coming up.
-- Ken Tyler
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