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From: Greg M Johnson
Subject: Radiosity as toon-shading approximator?
Date: 19 Mar 2007 21:07:24
Message: <45ff41db@news.povray.org>
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I was dusting off old files and I found one file where I achieved a sort of
toony effect with radiosity. In order to save me a bunch of
experimentation time ;) would anyone have an idea which one of these
settings would have been the key to getting a quasi-toon effect?
global_settings {
assumed_gamma .92
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600) [35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are
// calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last
// pretrace step
gray_threshold 0.0 // increase for weakening colors (0..1)
minimum_reuse 0.015 // reuse of old radiosity samples [ 0.015]
brightness 2 // brightness of radiosity effects (0..1)
//ambient 1
adc_bailout 0.01/2
//normal on // take surface normals into account [off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}}
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From: Alexandre DENIS
Subject: Re: Radiosity as toon-shading approximator?
Date: 20 Mar 2007 08:41:44
Message: <45ffe497@news.povray.org>
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Greg M. Johnson wrote:
> I was dusting off old files and I found one file where I achieved a sort
> of
> toony effect with radiosity. In order to save me a bunch of
> experimentation time ;) would anyone have an idea which one of these
> settings would have been the key to getting a quasi-toon effect?
I guess the effect comes from the combination of brightness > 1 and
recursion_limit > 1. It makes the objects "glow".
-a.
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From: Skip Talbot
Subject: Re: Radiosity as toon-shading approximator?
Date: 20 Mar 2007 14:59:00
Message: <46003d04@news.povray.org>
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Alexandre DENIS wrote:
> Greg M. Johnson wrote:
>
>> I was dusting off old files and I found one file where I achieved a sort
>> of
>> toony effect with radiosity. In order to save me a bunch of
>> experimentation time ;) would anyone have an idea which one of these
>> settings would have been the key to getting a quasi-toon effect?
>
> I guess the effect comes from the combination of brightness > 1 and
> recursion_limit > 1. It makes the objects "glow".
>
> -a.
>
>
>
The brightness is the only value that's different from the default
values in the radiosity scene template, is it not? I imagine that
without point lights and compensation from radiosity brightness you
won't get much shading, and thus the cartoon effect. With most scenes,
however, this setting will not product a cartoon effect.
Skip
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Greg M. Johnson wrote:
> I was dusting off old files and I found one file where I achieved a sort of
> toony effect with radiosity. In order to save me a bunch of
> experimentation time ;) would anyone have an idea which one of these
> settings would have been the key to getting a quasi-toon effect?
You could get a toon effect, and faster renders, by removing radiosity
entirely, and using
#default {finish {ambient 1}}
Then simplify the textures, as desired, to get more toon-like results.
...Chambers
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LightBeam (Celestin) presented a wonderful cartoon effect a while back using
the aoi function in MegaPov.
http://news.povray.org/povray.binaries.images/thread/%3C41f7e1ab@news.povray.org%3E/
http://news.povray.org/povray.binaries.scene-files/attachment/%3C41f9190a@news.povray.org%3E/us-ascii?ttop=237992&toff=
150
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From: Greg M Johnson
Subject: Re: Radiosity as toon-shading approximator?
Date: 20 Mar 2007 21:22:13
Message: <460096d5@news.povray.org>
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Okay, now does THAT technique only work well with spheroids?
Stephen Klebs wrote:
> LightBeam (Celestin) presented a wonderful cartoon effect a while back
> using the aoi function in MegaPov.
>
>
http://news.povray.org/povray.binaries.images/thread/%3C41f7e1ab@news.povray.org%3E/
>
>
http://news.povray.org/povray.binaries.scene-files/attachment/%3C41f9190a@news.povray.org%3E/us-ascii?ttop=237992&toff=
> 150
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I wondered the same thing. I did some experiments a while ago and it works
great with any shape or mesh but the effect is most pronounced with smooth,
rounded surfaces but that's true of any cartoon effect. If you want, I can
email you the test scenes or send them to binaries.scene-files.
Steve Klebs
http://www.cloudinthesky.com
"Greg M. Johnson" <pte### [at] thecommononethatstartswithYcom> wrote:
> Okay, now does THAT technique only work well with spheroids?
>
> Stephen Klebs wrote:
>
> > LightBeam (Celestin) presented a wonderful cartoon effect a while back
> > using the aoi function in MegaPov.
> >
> >
> http://news.povray.org/povray.binaries.images/thread/%3C41f7e1ab@news.povray.org%3E/
> >
> >
>
http://news.povray.org/povray.binaries.scene-files/attachment/%3C41f9190a@news.povray.org%3E/us-ascii?ttop=237992&tof
f=
> > 150
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Am Tue, 20 Mar 2007 22:22:14 -0400 schrieb Greg M. Johnson:
> Okay, now does THAT technique only work well with spheroids?
>
I developed a toon shading technique a while ago that works with all kinds
of surfaces using attenuation. The drawback is for each object you have
you need a slightly larger copy of it, which can get quite difficult for
isosurfaces or blobs. I'll post it as soon as I have posted my RSOCP...
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You can also check out Thibaut Jonckheere's EdgeMesh macro:
http://pov.monde.free.fr/contributions/tj_edgemacro/aide.htm. It doesn't
work with primitives, only mesh 2, but the results look impressive.
Steve Klebs
http://www.cloudinthesky.com
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Post-processing can work OK for this too.
http://news.povray.org/povray.binaries.images/thread/%3C44cd545a@news.povray.org%3E/
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