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Re: Cel shader scene lighting
[Re: Captain_Kiyaku]
#82350
07/21/06 08:00
07/21/06 08:00
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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i dont know if this helps, i think you even posted on it but heres a link to my cel-shaded game, i think its starting to look ok, and all i had to do is just use the sun, stencil shadows... given tho, that mine is outdoor , i dont know if that matters. also with those drop shadows (thats what i call the point shadows or whatever) if its going to have toon shader in the game, id have them semi transparent with hard edges tho, cuz the second you use a soft shadow, welll.... just look at the last screen on the second page of the thread i sent you, it just doesnt look right. [image]http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/673278/an/0/page/0#Post673278[/image]
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Re: Cel shader scene lighting
[Re: JetpackMonkey]
#82351
07/21/06 13:59
07/21/06 13:59
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
some kind of crazy dynamic light calculating stencil shading lightmap multipass shader thing
Or maybe some kind of binormial alphamasked quadralateral per-bit megatexture
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Re: Cel shader scene lighting
[Re: Matt_Aufderheide]
#82352
07/21/06 15:02
07/21/06 15:02
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
OP
Serious User
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OP
Serious User
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Posts: 1,659
San Francisco
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Quote:
Or maybe some kind of binormial alphamasked quadralateral per-bit megatexture
*head asplodes like that guy from scanners**
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Re: Cel shader scene lighting
[Re: Matt_Aufderheide]
#82353
07/22/06 23:24
07/22/06 23:24
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
Or maybe some kind of binormial alphamasked quadralateral per-bit megatexture
You've just made me very curious about what in the world that would look like, so do me a favour and add that über cool super 1337-feature to the 'to-do' list for Sphere 2.0 please will ya! j/k
Cheers
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Re: Cel shader scene lighting
[Re: lyingmime]
#82355
08/04/06 15:40
08/04/06 15:40
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
ello or others, could you add more info about this statement?
"btw, there are ways to create toonscenery as a postprocess"
I can't seem to find helpful info about how to do postprocess effects.
thanks!
Yes, it's possible. But you'd need pro's render-to-texture feature for that, unless a more or less predefined kind of post-processing effect like sphere's bloom is what you are looking for, then you could go with Matt Aufderheide's Sphere engine...
In case you've got the pro version (A6.31 pro or higher), go visit ello's site, or search for Oliver2s's refraction shader, that should get you started ...
Cheers
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Re: Cel shader scene lighting
[Re: PHeMoX]
#82356
06/11/07 13:00
06/11/07 13:00
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Joined: Apr 2006
Posts: 136 San Francisco
Tor
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Member
Joined: Apr 2006
Posts: 136
San Francisco
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Sorry to bring up such an old thread. But I have some similar quips about Toon Shading in general.
I agree with most of what has been said above. However, we have a very strong night scene in a town that's shadowed in tree's. And I really wanted the effect of the main character passing the lanterns on the road...
However, I don't think 8 dynamic lights would be enough, so I'd have to do some sort of static branch with pixel shader 2.0 or such. Think this is a good idea?
Also, there's no BSP geometry in the scene, it's a height map and meshes added in. Thoughts would be appreciated!
"Towlie, you're the worst character ever."
I know...
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