"Toon shading" for Architectural study

After a while of tinkering, this is a very preliminary study of what I’m trying to accomplish in Blender. It seems that in the industries heavyweights, toonshading, or freehand shading is considered a “push button” concept. In Blender, it’s a battle of parameters and ideas just to get a simple “look” Although with many hours of tinkering, it looks almost there. I love the way I have to tinker with things in Blender it lets you get intimate with the software.

ConstructiveC/ideas/etc is appreciated.

Regards,
Rizzo

http://img480.imageshack.us/img480/2827/render2test4wm.jpg

thats pretty damn cool :smiley:
any possible way of how you did that? i’m trying to work on a toon shaded city for an animation.

nice work - I like it
how did you make the the edge lines become longer as the geometry?

For the line tracing all I did was ctrl-d the mesh object and let it alone. After that I added a new material with the color Black, shadeless, wireframe. For the original mesh I just used the Ztransparent with .004 in its setting. Also, I used the Toon Shader as original settings. Hope this helps.

Now that I looks at what Sketchup, Rhino, and others are outputting with the push button rendering, I’m having a hell of a time trying to get this look. Its crazy, but I think in a while I might have it done. There is no Postprocesing BTW other then the boarder and title.

It looks great so far. I have been messing with those pesky settings for hours and did’t even come a bit close to the effect you have created here.
It reminds me of the cut-out techniques from the 30’s /40’s. Really like it!

Wouldn’t it be nice to have some presets for the toonshading, just like the yafray material presets, so you can work from there…

Looking forward to see more pictures.

I like your study.You are headed toward that Skecth up look.
The only crit I can give is that the lines are a little jagged.Did you turn on the OSA?

The toonshaders I love,but one of my Blender wishes is to have more toonegde line control.I found a little nugget in the render window latly.

If you turn up the Edge setting to were it shows the ugly faces poping up in the model,you can sometimes get rid of them by clicking the Fbuf button and adjusting the post process sliders, mostly Mul.I’v seen it work good on more cube meshs like your study,and less vertices to render.

BTW This technique might give jagged lines with the OSA 5 on,so turn on motion blur and use a low setting.

Hope this helps.

Very cool technique! Gotta apply it on a model I’m using for rendering studies. I had placed some screens of it at the Yafray forums and had tried a first version with edge rendering enabled. This is what I had:
http://afecelis.gdlib.net/Blender/toon.jpg

Let’s see if your copy mesh thing can improve its look. :wink:

One of my problems is trying to control the width of the line of the copy mesh… It’s only one pixel width and it hardly shows up if you OSA the render.

afecelis: Care to share your blend?

Sure, as long as you give me credit and you don’t use it commercially; it’s a design of my architecture office for a local condo :wink:

you can grab it here:
http://afecelis.gdlib.net/Blender/mountain.zip

ps. let me know of any toon shading experiments with it :smiley: