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Post processing toon effect #354676
01/20/11 22:15
01/20/11 22:15
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
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Ganderoleg  Offline OP
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Joined: Oct 2006
Posts: 470
Balkan
Hello,

I was just wandering if anyone knows of a good (or at least functional) post processing toon effect? ..does something like this even exists? I guess that GS Sobel is somewhat close to the effect but it's not really toon:(


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Post processing toon effect [Re: Ganderoleg] #354681
01/20/11 22:31
01/20/11 22:31
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey


3333333333
Re: Post processing toon effect [Re: Quad] #354685
01/20/11 22:54
01/20/11 22:54
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
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Ganderoleg  Offline OP
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Joined: Oct 2006
Posts: 470
Balkan
I've tried 'Toonshading with Outline' & it seems to be working great:)
Thanx for links, I never seem to remember to check out GS wiki when in need of code:)


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Post processing toon effect [Re: Ganderoleg] #354821
01/22/11 13:07
01/22/11 13:07
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
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Ganderoleg  Offline OP
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Joined: Oct 2006
Posts: 470
Balkan
..well I have a big problem with the outlining Toon ppe from wiki, it doesn't seem to be compatible with fsaa.dll that I use for smoothing out the edges:( No matter what I do (activate Toon ppe through Shade-C or directlly through camera.stage) the edges are totally unaffected & anti-aliasing is zero.

Does anyone has any idea on why this is happening or how can it be fixed? It's not specific to one project, it's the same thing no matter where I try to use it.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Post processing toon effect [Re: Ganderoleg] #354824
01/22/11 13:36
01/22/11 13:36
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Posts: 2,183
Germany, BaW�
Same request here. I would love to have HDR (Shade-C)+FSAA for example.

Re: Post processing toon effect [Re: Rondidon] #354826
01/22/11 14:00
01/22/11 14:00
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
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Ganderoleg  Offline OP
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Joined: Oct 2006
Posts: 470
Balkan
@Rondidon
You should try implementing it in, maybe, a different way because I don't have any troubles with combining Shade-C & FSAA, it works fine..



..but this toon ppe is driving me insane, edges just refuse to be ironed-out:(


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Post processing toon effect [Re: Ganderoleg] #354829
01/22/11 14:28
01/22/11 14:28
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Which FSAA ppe do you use? The GameStudio-native one or a plugin / dll? If so, where can I find it? Or is FSAA a Shade-C feature that I missed?

Interesting car on the screenshot laugh Reminds me on Carmageddon or Pod (old 3DFX games). I like your artwork. Your games have a unique style.

Re: Post processing toon effect [Re: Rondidon] #354832
01/22/11 14:58
01/22/11 14:58
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
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Ganderoleg  Offline OP
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Posts: 470
Balkan
Thanx, the car textures & geometry is still in design stage but it shows potential:)

I am using happily for some time now one of the best dll forum contributions of all times: ChrisB's Fullscreen Antialiasing plugin :):) It works in almost 90% of the cases & it's C-Script/Lite-C friendly, I would recommend you try it.

You can download dll here:
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=330830&page=1


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Post processing toon effect [Re: Ganderoleg] #354869
01/22/11 20:15
01/22/11 20:15
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
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Ganderoleg  Offline OP
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Posts: 470
Balkan
Well after some time I decided to go for a completely different approach & instead of ppe use simple toon shader. The reason for this is not only anti-aliasing (it is about 80%:) but also the fact that outline is constantly changing because it's not bounded to object but to camera view.

The problem was that my old files are all in wmb format & I didn't want to transform them to mdl's & do shadows again (too much work:) So I did the following: at the same place as the wmb file I placed the same geometry in mdl format but with one transparent texture & toon shader:) This way I preserved the original file but also added black outlining. It doesn't really have toon appearance but it has a sort of artistic-toon-like thing:) ..and turning the wmp to mdl takes about 8min which is much, much faster then what I would have to do if I was to create completely new shadowmaps:)

Here are some screens, I still haven't decided if I should go with textured or untextured geometry..









..but I will probably go with untextured rooms, they seems to be more visually interesting:)


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Post processing toon effect [Re: Ganderoleg] #354871
01/22/11 20:31
01/22/11 20:31
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
The untextured rooms look fantastic!


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