Hm - I'm not sure what it can do. I need outlines, creases, material borders and if possible a texture threshold too. And yes, I fear I would need full hidden surface to prevent showing back side lines through the wire.
Is Swuff dead then?
Cheers,
Thomas Helzle
Am 01.12.2006, 08:33 Uhr, schrieb Kim Aldis <XSI(at)kim-aldis.co.uk>:
> 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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