Comic Book Rendering in Blender

damn is wish I could pull this off in glsl



doing a very short short with one of these setups, convincing or needs work, opinions please …thanks

http://i922.photobucket.com/albums/ad68/mcbeth316/comic10.png

http://i922.photobucket.com/albums/ad68/mcbeth316/comic9.png

http://i922.photobucket.com/albums/ad68/mcbeth316/comic8.png

http://i922.photobucket.com/albums/ad68/mcbeth316/comic7.png

damn, looks nice!

I would say the characters look convincing, but the hallway looks too real. It needs to blur, but not with a normal blur. Just lose texture detail as you go farther off. Also an artist would outline the characters a little bit, bringing them out from the background. Maybe an inverted toon shader over the black, if you get my drift.

It looks good, maybe some rim lights to make the models pop a bit more :slight_smile:

You can probably do something similar in GLSL with some shader magic :stuck_out_tongue:

I think you can implement something similar in the engine

This may interest you :slight_smile:



http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/post/TestCartoonEdge.java

@kwando said:
It looks good, maybe some rim lights to make the models pop a bit more :)
You can probably do something similar in GLSL with some shader magic :P


I have rendering process for glsl it just doesn't look this good, I adjusted the lightblow shader to do that, will post pics if you like but as I said it does look this good although I think one possible solution might be to create a new Rim light routine that explicitly forcing the shader to ignore applied normal maps and use vertex normals....might try that ....um how do force a lighting shader to use vertex normals even if a model has normal maps ?

@Sploreg said:
damn, looks nice!
I would say the characters look convincing, but the hallway looks too real. It needs to blur, but not with a normal blur. Just lose texture detail as you go farther off. Also an artist would outline the characters a little bit, bringing them out from the background. Maybe an inverted toon shader over the black, if you get my drift.


yeah the next step is scenery which may prove more challenging but we'll see

@moff said:
I think you can implement something similar in the engine
This may interest you :)

http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/post/TestCartoonEdge.java

it not just about the edged you also need shaders to get the drawn and highlighting effects

Rewrite the part of the shader that is reading the normal maps and replace it with using the vertex normal ?

@EmpirePhoenix said:
Rewrite the part of the shader that is reading the normal maps and replace it with using the vertex normal ?


yeah I mean if u need a specific process to use vertex normals, but want other processes to still use the normal maps, as far as I understand, if the lighting shader "finds" a normal map the variable normal uses that and if not vertex normals are used.

I want to "force" vertex normals to be used but only in a specific instance but, or can u not have your cake and eat it too.

I dont want to do it in a dodgy way that duplicates code unnecessarily .....I imagine alot of the changes I have already made to lightblow can be done better