Looking to make a hallway with just outlines

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Looking to make a hallway with just outlines // Roundtable

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Post by davidjohnson // Aug 20, 2006, 10:33am

davidjohnson
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I want to create a hallway that looks like it was drawn with just straight lines. Now I know I could do this in Pshop, but I want a camera move down the hallway as well and some side to side. I am not sure if I should go for a cartoon plugin for this or how to go about doing it. It would basically look like a 2D image with perspective and the perspecive would be from the black outlines for the doors and the hallway...any ideas?

Post by splinters // Aug 20, 2006, 10:58am

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Total Posts: 4148
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Paint everything white and apply a toon shader with a strong black outline for speed.

For a better result-render out each frame of your animation and post process in PS, That way, you could vary your effect, such as a pencil sketch, and get a more random effect like it was drawn. The make the images into an animation.

Ideally, combine the two...;)

Post by davidjohnson // Aug 20, 2006, 11:17am

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Which toon shader do you suggest? I am not sure how you mean to paint each with a strong outline...each frame do you mean?

Post by splinters // Aug 20, 2006, 11:28am

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All of the toon shaders I use allow you to put a black outline around each object in the scene. This is UV Toon beta, I just turned off the diffuse layer to leave the white surface and black edge;

Post by hemulin // Aug 20, 2006, 11:31am

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Use this:

http://tsx.uvworx.com/toon.html

Do it how Splinters said and everything will be perrrrrrrrfect.

Post by davidjohnson // Aug 20, 2006, 11:47am

davidjohnson
Total Posts: 169
Tried and I get this (inside of a cube that has been booleaneD)http://davidd.250free.com/toon.jpg
So it is not working for me for some reason. I just want outlines...
Also, are you using it Post Processing cause I can only figure out how to apply it to objects...

AND when I put a camera in the scene, I lose all the edges - I don't think it likes the camera view...

Post by splinters // Aug 20, 2006, 1:00pm

splinters
Total Posts: 4148
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Problem here is probably the booleaned cube-in fact a cube when rendered will only have the dark outline applied to the outside of the cube.

Make your room up of flattened cubes for each wall...try it that way.

Remember the object is rendered wwith a black outline around the object. Standing inside a cube you will not see the black lines 'outside'.


Good luck...I started an animation of this but my PC crashed...:


My animation used a camera...worked fine (crash was LAN/net related).

Post by davidjohnson // Aug 21, 2006, 3:32am

davidjohnson
Total Posts: 169
I don;t get it then. It doesn't work on my system or TS6.5 or whatever because when I use the camera, everything just turns white. This sucks.

Post by Bobbins // Aug 21, 2006, 4:43am

Bobbins
Total Posts: 506
Just set the quality to "Hidden Line" in the Render Options toolbar and render to file. Much easier than messing about with toon shaders, though the result isn't exactly the same.

Post by splinters // Aug 21, 2006, 5:59am

splinters
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I don;t get it then. It doesn't work on my system or TS6.5 or whatever because when I use the camera, everything just turns white. This sucks.


I use TS7 in model view but this is basically TS6.6. Camera works fine using the method I described...will run that animation again but the few frames I got looked fine...sorry it is not working for you but it is neither the program nor the shader at fault here...:confused:

Post by TomG // Aug 21, 2006, 6:20am

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Total Posts: 3397
Remember that most (or maybe all) toon shaders do NOT work on edges, they work on angles. That is, when the angle to the viewer gets beyond a certain point, or when the change in angle of the surface goes beyond a certain point.


So the effect as rendered, or even all white, seems quite correct for that type of shader. Basically, the more complex the object, the better the result, but an empty hallway that is just walls and a floor, that won't turn out so well using that approach.


I would indeed suggest rendering to hidden wireframe to get the look you want - then you get the geometry that makes up the object. The only thing you have to watch out for then is to make sure you have no triangulation, which would look a little odd :)


HTH!

Tom

Post by davidjohnson // Aug 21, 2006, 7:56am

davidjohnson
Total Posts: 169
Unfortunately Tom, I wish it was that easy. It seems to work using Perspective mode, but as soon as I bring in the camera, it doesn't work. Not sure why.

Post by TomG // Aug 21, 2006, 8:11am

TomG
Total Posts: 3397
A hidden line render should work from anything, perspective or camera though? Be sure that Double Sided rendering is enabled too just in case.


A camera issue with a toon shader is something for the toon shader author to comment on, but if you are having trouble with hidden line renders from the camera, that's something we'd like to know about :)


HTH!

Tom

Post by davidjohnson // Aug 21, 2006, 1:37pm

davidjohnson
Total Posts: 169
I tried the hidden line render and it looks good, I wish I could beef up the lines though, any way of doing that?

Post by TomG // Aug 22, 2006, 4:50am

TomG
Total Posts: 3397
Not in tS6.6 - in tS7 with the real-time renderer you could control that, even have points too if you want, or some opacity to the surface. Very flexible for a case like this!


In tS6.6 though, no way to do it other than post process. You would need to batch process (or have something like Premiere designed for video) and thicken the lines with some filtering of some sort.


HTH!

Tom

Post by Rareth // Aug 22, 2006, 5:21am

Rareth
Total Posts: 149
easiest way that I see to make this "hallway is to make the walls, floor and ceiling each a separate piece colored white and have molding peices to depict the edges in black.. like so....

Post by frootee // Aug 22, 2006, 6:32am

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Or perhaps create a texture which you can apply, which would be basically a white square with a black border. When this is applied to the object, set the u and v repeats to 1. This would work for planes and cubes which are a single polygon, but as far as complex objects, like a lamp with curved surfaces which are composed of multiple polygons, it may not. In which case, you may have to use the 3D paint tool to paint only those edges you want darkened.


Frootee

Post by chrono // Aug 22, 2006, 6:55am

chrono
Total Posts: 0
I think that both frootee & Rareth excellent points. But I totally agree with frootee on this one. Use specifical designed textures to 'fake' the cel shaded look.

Post by Rareth // Aug 23, 2006, 4:38am

Rareth
Total Posts: 149
simple hallways are easy to do with the method I suggested once you start using curves and complicated models its time to take it to textures (or start painting Vertices)
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