Hello there! My second approach to edge detection is almost over. See what I got:
I know it's not perfect, but let me call them good enough. Normal vectors of faces are rendered to texture, then Sobel operator is applied and the result mixed with a regular render.
I had a really serious problem with my first render to texture. I didn't know why, but a geometry didn't wanted to render on a giver render target view. After hours of surfing I came at some really weird... It's because MSAA. I've turned it off and render-to-texture began to work, it's some DirectX issue that stands for disability to have more than one high quality texture in use (for MSAA).
Actually, I'm a noob so I don't know how to fix it :D So all I need is to implement supersampling, this should work, if only I'll make it ;)
But right now it's high time to get everything to work. Make some menu and stuff, then I can go to visual upgrades.
Showing posts with label cel shading. Show all posts
Showing posts with label cel shading. Show all posts
Saturday, January 26, 2013
Friday, January 25, 2013
Edges #1
OK, so here's my first try to do toon edges. It looks very badly, but it's the simples method I've found. Check out this:
http://rbwhitaker.wikidot.com/toon-shader
Oh It looks so nice on that turtle... Unfortunately only there. The mesh must be smooth to accomplish a good effect, other way the neighbouring normals will be orthogonal to each other and edges get gaps between them. Also, the line won't "stick" to an object, it can "float" a few units next to it. See it here:
Screen looks very untidy. This isn't a look I want to have ;)
So today I'll have more time to try the-way-better method; render normals and depth to texture, do a edge detection and mix it with a regular render. Simple post-processing but in fact, (another time) my first one ;)
http://rbwhitaker.wikidot.com/toon-shader
Oh It looks so nice on that turtle... Unfortunately only there. The mesh must be smooth to accomplish a good effect, other way the neighbouring normals will be orthogonal to each other and edges get gaps between them. Also, the line won't "stick" to an object, it can "float" a few units next to it. See it here:
Screen looks very untidy. This isn't a look I want to have ;)
So today I'll have more time to try the-way-better method; render normals and depth to texture, do a edge detection and mix it with a regular render. Simple post-processing but in fact, (another time) my first one ;)
Thursday, January 3, 2013
Pawn
As you can see, there're two color versions (black and white pieces are now green and yellow armies). Model was made in Blender, here we have a render with ambient occlusion and cel shading. I doubt if I'll make AO in the game, but cel shading should be achievable for me ;)
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