I’ve wanted toon edges on the ‘inside’(not just an outline) ever since I discovered the Edge button. I think the reason we can’t do it now has something to do with the edges being made using the Zbuffer which wouldn’t do much good with the inside(If I understand right, but I’m stupid, so I don’t know). So I think one way to get the inedges would be to make it separately. Here’s a supposed workflow:
Select edges that should always get a toon edge. Have an option in Ctrl-E for ‘mark as inside toon edge’(or whatever it would be called). In the Edge button options, have a button for ‘use marked inside edges’. Maybe have and options for fading, tapering, square or round ends.Turn on outline edges too (to complete the toon look) and render.
That’s all good and all, but how do you go about implementing inedges? I don’t know(I’m stupid, remember?). Maybe use an blank template(?) that takes whatever color you picked and draws however-many-pixels-wide-the-outline-is edge perpendicular from vertex end to end on the marked edges(like tracing).
Maybe a python script could work( take edge data that already exists[like seam or somethin] and do above junk with that).
Is this just more annoying ‘Blender is perfect, except this that I can’t do anything about myself, so I write about it’ blabber, or any parts worth thinking about?