Re: Custom Contour Shader Questions...

Date : Fri, 8 Dec 2006 15:32:14 +0100 (MET)
To : XSI(at)Softimage.COM
From : "Thomas Helzle" <xsi(at)screendream.de>
Subject : Re: Custom Contour Shader Questions...
Sorry to bug you again Halfdan, but do you think you could dig up a contour shader example for me?

We actually won that pitch (for a big german telecommunications company) so I need a solution sometime next week and would love to give contours at least a try...

If you can't provide something, please let me know too, so I don't wait uselessly (does that word exist?) ;-)

Thanks a ton!

Thomas Helzle

P.S. I tried off-list mailing you but didn't hear back - don't know if you got it? Wouldn't have been the first time the Softimage filter ate my mail ;-)


Am 30.11.2006, 18:03 Uhr, schrieb Halfdan Ingvarsson <hingvars(at)Softimage.COM>:

> There is a way of doing it, through embedding the contour store/contrast shaders in a phenomena tree.
>
> On the surface, it might sound like a good idea, but you'll just end up with the same problems as the toon lens shader but with a twist. The contour shading still relies on the point-sampled data, so if there is undersampling you'll still end up with missing objects and flickering lines. Dedicated toon rendering engines work from the geometry data itself and therefore don't suffer from those artefacts of point-sampling.
>
> I can try and dig up some examples and send you off-line, if you're still willing to pursue it. I don't particularly recommend it though.
>
>  - Â

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