illustration style render test

This one will make a great splash for the upcoming 2.43 ( even if the default layout sucks :/).
http://geocities.com/yaduhhh/prev_splash.jpg

http://www.geocities.com/yaduhhh/prev_splash2.jpg

cheers guy

ps; DAMN, Blenderartists.org is really a silly board, people are just askin’ for tutorials here, nothing else. Could you not just appreciate a pix???

i’d love it if you could donate an image to the public domain so we could include it in the wiki as an example! I’d sure hate to replicate that noodle!!!

Surely, an example blend file would be more useful. We already have a screenshot of the node setup - all a .blend file would do is save time for those wishing to replicate that great effect!

Koba

What I’m really missing is the sketch lines which extend over the bounderies of the mesh. that will give the automatically generate render a more natural look.
Someone tried doing that a very long time ago, donno where it ended, he used python.

What I’m really missing is the sketch lines which extend over the bounderies of the mesh. that will give the automatically generate render a more natural look.
The best way of doing this I know is freestyle found here - http://freestyle.sourceforge.net/. There is a shader that does exactly what you want. Wish it were easier to use freestyle with Blender though.

Ekakiya - I simply have to test your setup with a project I am currently working on - it might be perfect for me! I would be so happy - tomorrow I am going to replicate both your node setups, building it one node at a time. Three things worry me - your use of external textures, references to other materials and your lighting configuration.

You simply cannot imagine how grateful I would be if you posted a demo .blend to save me that pain!

Koba

Hi,

Has anyone thought about hierarchical node editing. Seeing all those nodes circled according to their function suggests to me that a way to create reusable node groups that can be edited hierarchically would really rock. Can this already be done? If not is it planned?

Thanks,

Chilli

Thank you for viewing!

Here is a sample scene.
http://www.ekakiya.jp/toonSample.zip
Include all texture files makes the .blend file size over 60MB,
so in this sample,all textures resized quarter resolution.

In addition,this file can be used only on CVS blender 20061121 build.
Maybe this file will be compatible with newer builds…
It will depends on the treatment of "Vector Math"node and "NMapTS"option.

Render result of this sample file is here.
http://www.ekakiya.jp/testToon.wmv
I made it for checking how the toon shading looks in motion.
Some Spheres, a Fractal Plane and a character.

>Script node (PyNode)
That’s great!
I couldn’t find the way how to fetch a texture…but
this node will be very useful to make specific node like hologram,wang-tiles and all that .

>the sketch lines which extend over the bounderies of the mesh
Yes,some technique like this
http://www.cgl.uwaterloo.ca/~mmwasile/cs798/project/report.pdf
or
script that generate line polygon every flame may works good for the sketch lines…

hey thank you very much for sharing ! :slight_smile:
I hope you will post your finished work here some time for us to see.
I am sure it will be very good :eek: :cool: :slight_smile:

Well, the PyNode will allow normal python scripting, so if you want you should be able to import the texture module, or load an image and do texturing through the node.

/Nathan

They look rather nice, thanks for sharing!

Very good effect. Though it looks a bit dark.
I think it would look fresher if the colors were brighter and sharp.
P