toon rendering in real-time (low frame rate OK)

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zblace
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Joined: Sat Nov 08, 2003 10:41 pm

toon rendering in real-time (low frame rate OK)

Post by zblace » Fri Dec 17, 2004 1:01 pm

Hi!

Is there anyone who has experiance of doing toon rendering for real time interactive application? Could this be done? any references???

I would not be needing any high frame rate ... just few frame rates with slow moving objects would be sufficient for start ;)

Thanks and sorry if I ask already discussed topic (search results =0 for me)

halibut
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Post by halibut » Fri Dec 17, 2004 3:34 pm

It can be "faked" in blender game engine by:

Duplicating model, making the model ever so slightly larger (scale on normals - larger scale = thicker lines), pointing all of the normals inwards, and setting them to black (or the cell shading colour) and to shadeless.

You are more likely to find a better answer at www.elysiun.com forums, this is a development forum. Thanks,

edit: There are some demo files around with a cell shaded skater girl, no idea where they are though.

- halibut

alien-xmp
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Post by alien-xmp » Sat Dec 18, 2004 2:31 pm

Try using a reflection map, ie paint a sphere in your toon style, and map it using reflection map:

Image

http://gallery.mudpuddle.co.nz/view_pho ... ic&id=toon

ch
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Joined: Sun Sep 19, 2004 9:42 am

Post by ch » Wed Dec 22, 2004 2:07 pm

and map it using reflection map:
how can i do this with UV?
http://www.web-play-3d.de
German site with Blender Tutorials

z3r0_d
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Post by z3r0_d » Wed Dec 22, 2004 5:41 pm

ch wrote:
and map it using reflection map:
how can i do this with UV?
??

you apply the image to the faces, then in the image window you go:
image -> realtime texture mapping -> reflection

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