I can do outlines and it has a discontinuity threshold but no hidden
surface. Painter's - depth sorted drawing - is a possibility if the EPS
interpreter is sensible about its drawing order but true hidden surface
isn't trivial and it's unlikely I'll be going down that route anytime soon.
Swuff isn't dead but there's not been too much interest in it. I did offer
the source up for anyone who fancied it but there were no takers.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> Behalf Of Thomas Helzle
> Sent: 01 December 2006 08:03
> To: XSI(at)Softimage.COM
> Subject: Re: Custom Contour Shader Questions...
>
> 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_thesi
> >> s
> >> > .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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