POV-Ray : Newsgroups : povray.binaries.images : Toon shading with POV SDL : How I did it. Server Time
2 Aug 2024 08:17:13 EDT (-0400)
  How I did it.  
From: Shay
Date: 9 Oct 2007 11:44:05
Message: <470ba1c5$1@news.povray.org>
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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