|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
It' possible to render cartoon style?
thanks,
Manuel
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Manuel" <man### [at] tinit> wrote in news:3ef630df@news.povray.org:
> It' possible to render cartoon style?
>
>
I think these qualify as cartoon style...
Frog Sandwich
http://www.irtc.org/anims/2000-10-15.html
Firefly
http://www.irtc.org/anims/2001-01-15.html
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
That's a question I have to remember to visit when
I get some more scanlining stuff working in the OpenGL patch.
Hadn't even thought about that; be interesting to compare
the possibilities with raytraced cartoons.
Ray Gardener
Daylon Graphics Ltd.
"Heightfield modeling perfected"
http://www.daylongraphics.com
"Manuel" <man### [at] tinit> wrote in message
news:3ef630df@news.povray.org...
> It' possible to render cartoon style?
>
> thanks,
>
> Manuel
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Not until they implement a pigment to the specular finish...
"Manuel" <man### [at] tinit> wrote in message
news:3ef630df@news.povray.org...
> It' possible to render cartoon style?
>
> thanks,
>
> Manuel
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
people have pulled of reasonable cartoon styles already
Greg M. Johnson <gregj;-)565### [at] aolcom> wrote in message
news:3ef66ae4$1@news.povray.org...
> Not until they implement a pigment to the specular finish...
>
>
> "Manuel" <man### [at] tinit> wrote in message
> news:3ef630df@news.povray.org...
> > It' possible to render cartoon style?
> >
> > thanks,
> >
> > Manuel
> >
> >
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Can cartoon style also be just a matter of
image postprocessing? I remember a cartoon movie
that was made by shooting live action, and then
simply postprocessing each frame with certain filters.
It's not cartoonish in the sense of caricatures of
people, but the colors and shading are flatter
to look more hand-drawn.
In the case of POV, all that would require
is shelling out to some filter process per frame,
if I understand it correctly.
Ray Gardener
Daylon Graphics Ltd.
"Heightfield modeling perfected"
http://www.daylongraphics.com
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Ray Gardener wrote:
>
> Can cartoon style also be just a matter of
> image postprocessing? I remember a cartoon movie
> that was made by shooting live action, and then
> simply postprocessing each frame with certain filters.
> It's not cartoonish in the sense of caricatures of
> people, but the colors and shading are flatter
> to look more hand-drawn.
>
> In the case of POV, all that would require
> is shelling out to some filter process per frame,
> if I understand it correctly.
There were some postprocessing patches in an earlier version of Megapov
that I thought were designed with cartoon style rendering in mind. I
never had time to explore them so can't say how effective they were.
--
Ken Tyler
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Have a look at this sample scene, by Simon Adameit, it's a cartoonish
style in three povray passes:
http://news.povray.org/povray.binaries.scene-files/25878/?ttop=32158&toff=100
JC
Manuel wrote:
> It' possible to render cartoon style?
>
> thanks,
>
> Manuel
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
A cool, wallaceandgromit, stylized claymationesque construction is one
thing. (It's what I strive for.)
Making something that looks like a 2d animation cell is another.
http://news.povray.org/3ef7334c%241%40news.povray.org
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
An idea off the top of my head, if you rendered your scene with a
black/white gradient texture, to create a depth map, the depth map could
easily be used to locate edges with a post process. Those edges could then
either be directly applied to the scene, rendered with high ambient
textures, or converted to cylinder/sphere line structures and placed in
front of the camera to be rendered along with a high ambient scene.
Perhaps this process could be duplicated entirely in pov code using some of
those crazy trace features. A high pass filter could then be programmed
into the depth values array, and then threshold applied, vectors sussed
out, and then, as parsing completes, cylinder structures placed in the
proper place.
A bit of a complicated solution, but it could work.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |