cel shading in torque?
by Kevin R. Dalziel · in Technical Issues · 04/25/2002 (1:30 am) · 6 replies
is this possible in any way?
any techniques? any way to code it in?
or is it on the way?
please lemme know if anyone has any info. =)
any techniques? any way to code it in?
or is it on the way?
please lemme know if anyone has any info. =)
#2
what were the issues, did it bog the system down, look bad or...?
can i see any screenies of it? =)
04/25/2002 (11:54 am)
cool!what were the issues, did it bog the system down, look bad or...?
can i see any screenies of it? =)
#3
04/25/2002 (12:59 pm)
Here is an old example www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2033
#4
04/26/2002 (8:20 am)
thanks for the info, that example actually looks pretty nice, good luck on gettin it to run smooth, i'd really like to see it =)
#5
copy all the faces of the model and then scale the copy to 101% and then reverse the normals/polygon facing direction thingie (ha! me speak inglish gud!) then, edit the texture: take your current texture for the original mesh and scale it down to something like 2x2 or maybe 6x6 pixels and paint it pure black and assign that to the copy. now, with the backface culling going and the low texture resolution it should look like cel shading without the need for hardware accelerated effects (like the OpenGL example posted above) or any real system slowdowns (no need for transparency, and it werks faster.)
sorry about my horrible spelling, i've been drinking.
05/17/2002 (2:48 pm)
here's what i did to simulate that effect: copy all the faces of the model and then scale the copy to 101% and then reverse the normals/polygon facing direction thingie (ha! me speak inglish gud!) then, edit the texture: take your current texture for the original mesh and scale it down to something like 2x2 or maybe 6x6 pixels and paint it pure black and assign that to the copy. now, with the backface culling going and the low texture resolution it should look like cel shading without the need for hardware accelerated effects (like the OpenGL example posted above) or any real system slowdowns (no need for transparency, and it werks faster.)
sorry about my horrible spelling, i've been drinking.
#6
05/31/2002 (5:45 pm)
^^^ code samples? thx
Torque 3D Owner Frank Bignone
Darkhand Studio
BTW, Phil, Melv and other guys are trying to put shaders into Torque which will really help to make such render technique.
So yes for all your question.