Showing posts with label cel shading. Show all posts
Showing posts with label cel shading. Show all posts

Saturday, January 26, 2013

Edges #2

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.

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 ;)

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 ;)