03 March 2003 | |
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Paul De Palm
portfolio
Chee Keong Liang
3D Animator
SEQ | Sequence Production
Kuala Lumpur,
Malaysia
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Toon inking problem
here i posted this thread in the surface and texturing section. hope that someone can help me out.
thread link __________________
Ken Liang CG Artist SEQ | Sequence Production 3D CG Blog at http://kenimate.blogspot.com/ |
03 March 2003 | |
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Particular Particle...
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If you set direction threshold = 0 in a Toon_Ink lens then you get a rendering of only the 'outlines'. Also there's options in the Toon_Paint_and_Host Ink->Boundaries which allow you to render only the outline on a per material basis. You may use this by compositing a seperately rendered pass of thick outline only over your normal toon shading to get the effect.
Last edited by tachy0n : 03 March 2003 at 06:16 PM. |
03 March 2003 | |
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Paul De Palm
portfolio
Chee Keong Liang
3D Animator
SEQ | Sequence Production
Kuala Lumpur,
Malaysia
|
ok the results got much to what i want.... but if my character consist of few different geometries then do i have to add the models into each of the individual toon ink host "seam" tab so that they blend? i mean, i just want to get the outline of the overall character remember,? not like still see lines between arm and sleeves.... just to name a common prob. u get what i mean?
but i pretty much got to the result i wanted. thanx to u alot!! __________________
Ken Liang CG Artist SEQ | Sequence Production 3D CG Blog at http://kenimate.blogspot.com/ |
03 March 2003 | |
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Particular Particle...
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Well i can't be sure unless i see a render, but it's probably the different materials on the geometries that are causing your problem (if they are indeed different) You could try turning off the 'material' check box under Toon_Ink_Lens -> Sampling->Boundaries for your outline pass/render and see if that helps.
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03 March 2003 | |
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Zism
Lee Zhi Wu
.: 3D Junior Animator :.
Ifw
KL,
Malaysia
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Funnydoodle, y dun u let him see a render sample?! I was interested also......hehe
:airguitar |
01 January 2006 | |
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Expert
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