Thank you for your comment. I see that Freestyle has a lot of interest and that's cool, because it's a great renderer.
Quote:
Originally Posted by aermartin
that looks awesome, did you really need the retouch ? couldn't make a material that's radiating ?
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By the retouch, do you mean the blue light ?
The blue light is easily made with the node and the index Ob for example.
But I have some retouch made by hand : some clean of the line (on the head), add some line on the arms, and add the rust : for the addition (line and rust), I can make a texture UVmapped, but for the clean I have to do that by hand

.
Quote:
Originally Posted by T.K.
Wow, really cool. Your renders certainly have some taste of bande dessinée.
Thanks for sharing the awesome results!
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Thank you TK, I don't realize that TK was the nickname of Tamito Kajiyama (it was easy to understand, but I have'nt see that

).
So thank you very much for the very good work (developpement) you do with Freestyle.
It's a great tool, that I will use a lot for some of my projects

.
And thanks for your comment.
The style "bande dessinée" (= French Comics) is a style I would like to create to make some page of BD (comics).
I hope to create a complete Comics Book with Freestyle, if the project is accepted by a French Comics Editor.
Quote:
Originally Posted by pyrosever
Very nice render, blendman.
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Quote:
Originally Posted by elnaza
this is a great cellshader Blendman!!!!
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Quote:
Originally Posted by blenderificus
Blendman@ : Damn fine work on that render!
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Thanks
Quote:
Originally Posted by paulhart2
Blendman, Great stuff, fun to see, definitely more cel shaded, hand drawn aspect and the Freestyle line quality looks fine. Which style module did you use and did you make some adjustments. It looks to be fairly "uniform" along the line length.
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Thanks.
I use the module Style nammed :"uniformpruning_zsort.py", and I change the parameter : ConstantThicknessShader(3) to ConstantThicknessShader(1), to have the line smaller.
I use the "ridge and valleys" option too.
Quote:
Originally Posted by paulhart2
Did you render out in separate passes....
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Yes, I Render out in separate passes :
- line (freestyle)
- color with shadows (shader toon) (blender internal)
- backlight (orange) with the node compositor (blender internal : use the "normal light" technic from pepeland)
- and somes retouch (for the blue light and others little details.
But I can have this sort of render directly with the node compositor.If someone is interested, I can post a blend file (less complexe than my robot ;-).
Quote:
Originally Posted by paulhart2
I know, too many questions, but only because it is well done and generates lotsa interest... Thank you for sharing.
Paul
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I'm happy if I can help, like others helps me.
So another test with Freestyle (and blender internal edge + retouch 2D) :
And the same By night (night made in 2D) :
Some informations about these pictures :
- Robot and meca rendered with freestyle
- house and background rendered with the blender internal (edge)
- shaders are toon for diffuse & spec
- 2 lampes one with shadows (1 sample)
- backlights made with the node compositor
Post prod :
- some layer with grain (metal texture) in overlay mode
- the character is drawing by hand (by me of course

)
- some details were retouched : rust, some lights...
I would like to use only freestyle for the house/background, but, for the moment, I can have two mesh intersection which is rendered and for the crease I have the same matter.
Here is a test I have made with frrestyle for the background but a lot of line are missed (I don't know why) :
So A question to the very good developper (Maxime and TK

) :
- how can I have the line for the intersection of two mesh ?
- when I use a big scene (like mine) : freestyle don't render nothing. So is there a maximum of distance camera to render with freestyle ?
Thank you for your answers.