I am looking for a simple, yet robust node setup to produce nice looking anime inks.
The goal is to replicate it in real-time Cg shaders for a game. Basically engine has depth buffer and some post processing. Right now shader doesn’t ink overlapping geometry well and we need to resolve it.
I just want to show it to the shader programmer and break it down. For example, we get depth buffer and render it to texture in the engine. I don’t really know what it looks like, but I assume something like z-buffer in Blender - grayscale, kinda like fogged image. And what happens next is the key. Do we need to boost contrast, apply sobel filter, etc. ? Kinda need to undertsand how it’s done in Blender renderer (offline) and try applying same techniques with real-time rendering.
okay, I have a shader I use in Cycles, but it’s not that difficult to reproduce - it use a layer weight node for fresnel to push the dark diffuse outward to the normal, and let the lighter material combo for the facing camera. I use a colorramp between the layer weight node and the fac input on the mix node to give it more push to the normal. I don’t think this is what you are look ing for exactly, but it might give you something.
Thanks, but that would’t work in the engine. Need something involving depth buffer. As I mentioned, only overlapping geometry and intersecting geometry doesn’t work well. General shape outline works all the time well.