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> > nope, POVMan shader-functions. But I think I can make a similar image
without a
> > shader... Let's try it :)
> where is contour in inner hole in torus ?
dunno :)
This technique isn't very useful anyway. It works with "shell-objects", so it's
way too much work for real scenes.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Thanks
and
NICE !!!
(really - doesn't look like computer generated at all ... and that is the
whole point I guess)
--
This posting is provided "AS IS" with no warranties, and confers no rights.
Wolfgang
"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in message
news:3cc7f5f9@news.povray.org...
> > well - nice ..
> doesn't sound very enthousiastic, but tnx! :)
>
> > can someone point me to a description of the term cell-shader?
> Hmmm, I just tried to copy the effect Kevin seemed to be trying to get.
As I
> understand it, a cell-shader is supposed to make 3D-objects look like
drawings.
>
> cu!
> --
> camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local
C=0
> ;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local
C=C+1
> ;#end#end
L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
> <.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK
http://www.povplace.be.tf
>
>
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I_think_that_the_effect_should_be_called_"cel_shading",
as_it_emulates_traditional_cel_animation_(ie_cartoons).
Cel_is_of_course_short_for_celluloid,_the_medium_on
which_"normal"_animation_is_drawn.
(Underscores_courtesy_of_my_clumsy_friend_who_spilt
beer_on_the_keyboard_at_the_weekend,_rendering_the
space_bar_useless...)
"Wolfgang Manousek" <wol### [at] hotmailcom> wrote in message
news:3cc7aa18@news.povray.org...
> well - nice ..
>
> can someone point me to a description of the term cell-shader?
>
> thx
> Wolfgang
> "Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in
message
> news:3cc7709d@news.povray.org...
> > Sometimes I wonder why I'm always copying other people's work...
> > Maybe because I don't need inspiration for that, and inspiration is
> exactly what
> > I don't have these days...
> >
> > Anyway, this is my version of the cell-shader. It works with
> > perspective-cameras.
> >
> > Comments welcome, as always :)
> >
> > cu!
> > --
> > camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro
L(b,e,k,l)#local
> C=0
> > ;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient
1}}#local
> C=C+1
> > ;#end#end
> L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
> > <.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK
> http://www.povplace.be.tf
> >
> >
> >
>
>
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"Andrew" <ast### [at] hotmailcom> schreef in bericht
news:3cc8497b@news.povray.org...
> I_think_that_the_effect_should_be_called_"cel_shading",
> as_it_emulates_traditional_cel_animation_(ie_cartoons).
> Cel_is_of_course_short_for_celluloid,_the_medium_on
> which_"normal"_animation_is_drawn.
Hmmm, I think you're right. But I just copied Kevin's subject :)
> (Underscores_courtesy_of_my_clumsy_friend_who_spilt
> beer_on_the_keyboard_at_the_weekend,_rendering_the
> space_bar_useless...)
LOL!! :)
you could have used alt+32 instead of typing underscores :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Wolfgang Manousek wrote:
> can someone point me to a description of the term cell-shader?
It should be spelled "cel-shader." It refers to a "cel" that is
used in cartoon animation.
From http://www.legacy-animation.com:
"A cel, derived from the word "celluloid", is the transparent
material on which a cartoon character is painted."
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Ahh, but that's the beauty of mine is it works in 3.5 and is all done with
procedurals (hence the orthographic camera)
--
Kevin
http://www.geocities.com/qsquared_1999/
#macro _(r)#if(r<12)#local
i=asc(substr("oqshilacefg",r,1))-97;disc{<mod(i,7)-3,div(i,7)-1,6>,z,.4pigme
nt{rgb 10}}_(r+1)#end#end _(1)//KL
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> Ahh, but that's the beauty of mine is it works in 3.5 and is all done with
> procedurals (hence the orthographic camera)
slope_maps to detect the edges?
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Slime wrote:
> So, how do these work? Are they functions that take the
> cross product of the normal with the vector from the camera?
The dot product would be cheaper and more appropriate.
--
Anton Sherwood, http://www.ogre.nu/
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whats the difference between slope_map and slope pattern?
--
Kevin
http://www.geocities.com/qsquared_1999/
#macro _(r)#if(r<12)#local
i=asc(substr("oqshilacefg",r,1))-97;disc{<mod(i,7)-3,div(i,7)-1,6>,z,.4pigme
nt{rgb 10}}_(r+1)#end#end _(1)//KL
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> whats the difference between slope_map and slope pattern?
slope_map is for normals, it maps the apparent slope of the surface normals.
slope pattern is a pattern that is dependent on the slope of the surface of
the object applied to.
-tgq
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