Home › Forums › Bug Reports and Feature Requests › Freestyle’s Blender or rendering outline.
- This topic has 6 replies, 4 voices, and was last updated 6 years, 10 months ago by
Mikhail Luzyanin.
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2018-09-19 at 11:12 am #7532
jbetbeCustomerHi,
Trying to achieve a canvas that looks like cartoon, 2D drawings, blue-prin, etc., good for presentarions including a 3D envioewnent it seems there’s no outline rendering in Verge.
I think it sol be a huge improvement
Thanks.2018-09-19 at 1:49 pm #7548
Yuri KovelenovStaffThanks for the suggestion! In fact some stuff like this should already be possible with Verge3D, considering that it is based on Three.js:
https://threejs.org/examples/webgl_postprocessing_sobel.html
http://www.andrewberg.com/prototypes/threejs/toon_outline/However, Freestyle algorithms may differ from those used in the examples above. Will need to investigate further and see what we can do.
2018-12-10 at 4:38 pm #9708gary
CustomerI’m also very interested in having this effect in Verge3D.
There’s a pretty good example shown here: https://discourse.threejs.org/t/wireframe-with-rectangle/2856
but at the moment I’m not up to the task, being more of an artist than a dev.2018-12-11 at 7:13 am #9727
Mikhail LuzyaninStaffThere’s a pretty good example shown here: https://discourse.threejs.org/t/wireframe-with-rectangle/2856
For that you can use Wireframe modifyer with a scecific shadeless material.
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Co-founder and lead graphics specialist at Soft8Soft.
2018-12-11 at 1:03 pm #9746gary
CustomerThanks for the example Mikhail.
I can’t quite get the look I want by limiting the modifier effect using a vertex group as I don’t want to render all edges. I think what I would have to do is create an additional object, for each object, and alter those meshes for the modifier. More objects, more meshes — not really ideal…. At least not as attractive as a shader/Three.js function so I may have a learning curve ahead of me.
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2018-12-11 at 1:21 pm #9751gary
CustomerOkay, I think I can make this strategy work. Just need to remove a few vertices and define ngons. :)
2018-12-11 at 1:27 pm #9753
Mikhail LuzyaninStaffOkay, I think I can make this strategy work. Just need to remove a few vertices and define ngons.
Yes, n-gons can help in that way. In 2.8 they plan to make a specific shader to render such wareframes like it was in Blender Internal, may be it can be supported in the future.
Co-founder and lead graphics specialist at Soft8Soft.
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