I Keep saying I'm going to publish my eps export plugin. It doesn't do full
hidden surface, just back-face culling but would it be of any use to you
here?
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> Behalf Of Thomas Helzle
> Sent: 01 December 2006 01:07
> To: XSI(at)Softimage.COM
> Subject: Re: Custom Contour Shader Questions...
>
> If Contour Shaders prove to be unusable, I will have a look at that
> stuff, but the examples in that paper don't look too motivating to me.
> The Tomcat shader may use some basic principles from this technique to
> find the contours, but it uses maya paint effects for its great looking
> strokes and styles AFAIK, something that isn't available anywhere else.
>
> But Hair placed along contours may be a funny idea to try... :-)
>
> I know a lot of other NPR workarounds and techniques, like cloning your
> model, make it all black, render/show only backside polys and use a
> push op (or displacement) to set your line thickness. Visible in the
> viewport too and renders reliably with almost no overhead since it
> isn't based on subsampling. Combined with weightmaps for the push or
> displacement maps, you have very fine control over the "strokes".
> ...and sure it has problems too like all options I have evaluated so
> far... ;-)
>
> But for this particular job, I just need simple Flash-compatible ink
> lines in one color over extremely simple objects for animated symbols
> and waiting half an hour for 25 frames at 350 pixels square isn't
> practical when Lightwave can do it with better quality in seconds.
>
> Well, I look forward to try the MR contours with Halfdans help.
> I will let you know if I come up with something usable.
>
> guillaume: I don't know what happened exactly, but Toon shading was the
> only "unusual" thing in the project, so I assumed it to be the cause
> for the crashing and massive buggyness. Sure I can be wrong and it was
> goblins... ;-)
>
> Does the old Swift 3D for XSI still work in 5.11? Maybe I can find an
> old license somewhere on ebay?
>
> Kim: Does your "Swuff" still work for 5.11? Is it available somewhere?
> All links I found are dead.
>
> Thanks for all the input!
>
> Thomas Helzle
> www.screendream.de
>
>
>
> Am 30.11.2006, 19:38 Uhr, schrieb Ahmidou Lyazidi
> <ahmidou.xsi(at)gmail.com>:
>
> > I don' t want to be redondant but geometric stroques look like one of
> > the best solution for me realtime viewport preview, render fast as a
> > mouse buton clic, texturable, deformable and so on....
> > the siggraph paper (section 4.4) :
> >
> >
> http://www.gamasutra.com/education/theses/20030707/jerome_thoma_thesis
> > .pdf
> >
> > This is this technic that is used bye the maya toon module
> (previously
> > a plugin called tomcat toon shader)
> > http://www.deathfall.com/article.php?sid=5239
> >
> > the advantage is that it can give many hand drawing styles as well as
> > clean lines.
> >
> > just my 2 euros.
> > A.
> >
> > 2006/11/30, perryh(at)netzero.net <perryh(at)netzero.net>:
> >>
> >> This brings up a great subject:
> >>
> >> We need a good, fast, flexible Toon renderer for XSI. Toon Ink, and
> >> contours in general, are only going to take us so far, especially
> >> after we deal with all the problems stated below.
> >>
> >> finalToon from Cebas seems to be
> >> one of the best out there, and having this in XSI would be great.
> >>
> >> I'm not holding my breath, though. They seem to be focused mostly on
> >> Max and Maya these days. Still, I did just email them to suggest
> they
> >> contact Will at Softimage.
> >>
> >> Perry
>
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