anime shader test

Blender's renderer and external renderer export

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k
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anime shader test

Post by k »

Image
http://upld3.x0.com/src/upld1222.zip
anime shader test(WINDOWS build)
Please use it after backing up data.

http://pc8.2ch.net/test/read.cgi/cg/1139665919/l50
Japanese blender chat from 2channel :wink:
Last edited by k on Sun Mar 05, 2006 3:26 pm, edited 1 time in total.

snow
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Post by snow »

Wow, this seems cool!

<Runs off to test> :wink:

snow
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Post by snow »

Very cool! Arigatou!

Edges don't render on my mesh with the anime shader on it, and the edges of the other meshes' draw in front of the anime'd mesh. Z-buffer problem? Then again, I might just be using wrong version of blender's dlls etc. Anyway, I don't have any time to play around right now, but I like! Are you going to convert this to use the new compositing nodes?

Sayonara for now! :wink:

k
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Thankyou testing

Post by k »

Thank you for your testing.I am very glad for you to use it. :D
>>Edge
Please adjust the edge with 'Eint'. Or if it is other reasons, I do not understand. :?

>>blenderVersion
I made it for version 2.41.

>>compositing nodes
I have not examined the program concerning the node. I cannot answer clearly.
However, if it is possible to me, I would like to make it. :P

best regards,

snow
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Post by snow »

Actually, I scratched around a bit and discovered that I get the same problem in regular blender 2.41 when I turn on edge rendering, so it looks like it's a bug in blender itself. I guess I'll try to figure out what tomorow...

Compositing nodes is a new feature of blender that is currently still in development. It is basically a redesign of the current material and rendering system. If you are interested (since I don't explain very well) you can perhaps try to look here:

http://mediawiki.blender.org/index.php/ ... s_Tutorial
http://mediawiki.blender.org/index.php/ ... torial_Ref

I believe the nodes system will be available in the next release of Blender (2.42). Others can probably tell you a lot more, since I haven't really had time to investigate it very far.

Good luck! :D (And excuse my bad japanese) :P

k
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Post by k »

I consented. :wink:

on
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Post by on »

First off, this looks very promising. I've wanted something like this in blender for a long time. So thanks for working on this k.

I am having some strange render results. A grid of extra lines seems to be drawn over the meshes, as you can see in this example of an icosphere.

Image

k
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Post by k »

Cannot the data(.blend) be up-loaded? :?
Then, I examine it.
Image
Testing Eint:255

on
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Post by on »

here a is link to the blend file


http://www.tablechairwall.com/icosphere.blend

I think it has something to do with the new rendering in buckets, that is new to blender. The grid lines are outlines of each rendered section. I'm not sure how to switch back to the old scanline style.

Thanks for looking into this.

k
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Post by k »

Xparts4 -> 1
Yparts4 -> 1
---old scanline----------------
Ray(OFF)
unified Render(OFF)

It is difficult to mend because it is a bug that occurs even if it is "original blender". :cry:

on
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Post by on »

Thanks k. That did the trick. Your new edge rendering and anime shader work great with the old style scanline.

Have you looked at edge marking? Perhaps you could use the seam marking that is used for uv unwrapping to create something so that you could mark edges that are always rendered as an edge.

Keep up the good work.

on

k
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Post by k »

enjoy your blender :D

k
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Post by k »


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