Hi all, I’m developing a watercolor look for a music video.
I’m getting some good results, and with some post compositing in AE it’s starting to look solid. Here’s a quick test I did:
The issue is that there’s a large piece missing. I need to noise and alpha up the edges of each object to let them blend together as if they’re actually hand-painted. I’ve got to do this in the shader editor and not the compositor, because this needs to operate on a per-object basis and creating an ID mask for scenes with hundreds of objects is not a viable solution. In After Effects, I can use the ‘Roughen Edges’ effect to produce the same thing basically, but unless I render out each object individually (which I need to avoid for a number of reasons, namely lighting), I can only really roughen the alpha of the whole scene in front of the background.
Below is using the Layer Weight > Facing factor to drive the noisy outlines on the torus, which looks good from some angles and bad from others. See below (I can’t embed images in the post since I’m a new user, sorry!)
I’ve scoured everywhere for solutions to this. Freestyle, Line art, the solidify modifier method, are all limited and can’t really produce the effect I need at scale, unless I’m missing something.
But just selecting an object in blender gives me the outline I want, so obviously the functionality is built-in. I have no experience in python or developing for Blender, but maybe that’s the ticket? Hopefully someone can point me in the right direction here. I’d be happy to pay someone for their time working on this, too.
Thanks in advance!