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19 Jul 2024 17:19:10 EDT (-0400)
  cel shading texture (Message 1 to 9 of 9)  
From: Artis
Subject: cel shading texture
Date: 21 Mar 2002 12:13:26
Message: <3C9A1250.10307@aaa.apollo.lv>
Just a little experiment with cel shading. Does anyone has an idea how 
to make outlines?


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From: Artis
Subject: Re: cel shading texture
Date: 21 Mar 2002 12:15:56
Message: <3C9A12B6.8090200@aaa.apollo.lv>
And the animation.


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Attachments:
Download 'toon.mpg' (267 KB)

From: Ross Litscher
Subject: Re: cel shading texture
Date: 21 Mar 2002 14:18:38
Message: <3c9a320e@news.povray.org>
cool i like it. you dont need heavy black outlines :) Samuri Jack doesnt
have heavy black outlines and it looks interesting. its diffferent style
than what i think you are aiming for, but a style that looks good
nonetheless.

cartoon junkie,
ross

Artis <art### [at] aaaapollolv> wrote in message
news:3C9### [at] aaaapollolv...
> And the animation.
>


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From: Artis
Subject: Re: cel shading texture
Date: 21 Mar 2002 14:52:11
Message: <3C9A3788.8090202@aaa.apollo.lv>
> cool i like it. you dont need heavy black outlines :) Samuri Jack doesnt
> have heavy black outlines and it looks interesting. its diffferent style
> than what i think you are aiming for, but a style that looks good
> nonetheless.

Thank's!

I wasn't aiming for a particular style. But it would be better if I 
could do it with black outlines too.


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From: Ross Litscher
Subject: Re: cel shading texture
Date: 21 Mar 2002 14:58:26
Message: <3c9a3b62$1@news.povray.org>
i'm out of the loop on new povray features or unnoficial patch features, but
i seem to remember a povray postprocessing function that was something
similar to "find edges". maybe that could be used somehow. though if its
like a photoshop find edges, it might be a little too dirty looking.

Artis <art### [at] aaaapollolv> wrote in message
news:3C9### [at] aaaapollolv...
> > cool i like it. you dont need heavy black outlines :) Samuri Jack doesnt
> > have heavy black outlines and it looks interesting. its diffferent style
> > than what i think you are aiming for, but a style that looks good
> > nonetheless.
>
> Thank's!
>
> I wasn't aiming for a particular style. But it would be better if I
> could do it with black outlines too.
>


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From: Tek
Subject: Re: cel shading texture
Date: 21 Mar 2002 20:36:34
Message: <3c9a8aa2@news.povray.org>
I reckon you could do outlines by having a larger copy of each object lined up
so it surrounds the object, then setting it's texture to be transparent, and the
interior_texture to be black.

--
Tek
http://www.evilsuperbrain.com


Artis <art### [at] aaaapollolv> wrote in message
news:3C9### [at] aaaapollolv...
> And the animation.
>


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From: Zac Watts
Subject: Re: cel shading texture
Date: 21 Mar 2002 23:15:46
Message: <3C9AAFF9.F82893B4@softhome.net>
have a look at http://news.povray.org/povray.text.tutorials/16110/


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From: Artis
Subject: Re: cel shading texture
Date: 22 Mar 2002 01:50:44
Message: <3C9AD1DE.1030907@aaa.apollo.lv>
> have a look at http://news.povray.org/povray.text.tutorials/16110/

Thanks for pointing me too that one!


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From: Batronyx
Subject: Re: cel shading texture
Date: 4 Apr 2002 22:51:47
Message: <3cad1f53@news.povray.org>
"Artis" <art### [at] aaaapollolv> wrote in message
news:3C9### [at] aaaapollolv...
> Just a little experiment with cel shading. Does anyone has an idea how
> to make outlines?
>

In 3.5 you can use the slope texture as the top layer in a layered texture
statement:

 texture{
   pigment {
      slope {vnormalize( CamLoc - PosVect)}
      color_map{
         [0 color Clear]
         [0.374 color Clear]
         [0.375 color Black]
         [0.625 color Black]
         [0.626 color Clear]
         [1.0 color Clear]
      }
   }

   finish {ambient 0.0}
 }

The trick is in the orientation vector statement. You can control the thickness
by reducing the amount of black in the middle of the color_map. This still has
its limitations though. For example, if there is any transparency in the object,
you get a stripe in the shadows where the black is. In some cases you might be
able to work around this by faking the shadow with an object pattern.

Also, it doesn't work great for certain orientations of objects having constant
slope (boxes, planes, etc.). These objects tend to be ideal candidates for Tek's
suggestion though.

Finally, too much perspective in the camera will also ruin the effect. So,
either use long-ish distance vectors in your camera statement, or small angle
values, or just use orthographic.

^"^


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