reyan Posted March 18, 2016 Share Posted March 18, 2016 Just amazing ! http://blendernpr.org/edge-node-v1-2-4-july-2015/ Quote Link to comment Share on other sites More sharing options...
abvfx Posted March 18, 2016 Share Posted March 18, 2016 (edited) That looks really versatile. Im very interested in emulating 2d styles. When it comes to Toon rendering Houdini is very capable, edges and outlines are very easy to create and manipulate the line thickness but to get true 2d shading on a 3d object you need to be able to rotate the normals in whatever direction you please. This can be done with the comb sop, but this can be very cumbersome, all that would be need is for the edit sop to be able to manipulate the direction of normals that it. I submitted a RFE so maybe it might be on the way. Here is what is looks like in XSI. goto 19:40 Great thing is all of it works in the viewport, ive tested it, outline, interior lines thickness, shading and how the surface responds to light. Only thing that makes the process more difficult is the edit sop cannot rotate normals by selecting points and rotating vectors if there is a tool that can do this, someone link it Edited March 19, 2016 by abvfx 2 Quote Link to comment Share on other sites More sharing options...
fathom Posted March 18, 2016 Share Posted March 18, 2016 i worked on the mighty ducks back in... er...1995 maybe. our approach for toon rendering was to simply render constant color, then render a shadow pass for all lighting. wireframes were created with a custom renderer which detected edges against objects, normals and z depth (each with different qualities). i guess i shoulda wrote a paper or something... Quote Link to comment Share on other sites More sharing options...
sebkaine Posted March 19, 2016 Share Posted March 19, 2016 Cool stuff guys ! The stuff done for paperman were also very cool ! https://www.fxguide.com/featured/the-inside-story-behind-disneys-paperman/ The process describe looks to something doable in houdini - curves generation + offset - motion field advection - advected texture ... Well i can't think of a better tool than H to replicate this ? 4 Quote Link to comment Share on other sites More sharing options...
reyan Posted March 19, 2016 Author Share Posted March 19, 2016 (edited) The GDC show is very interesting ! I didn't see, thanks for the link.It's a big plus that every works in realtime, i would like to have some time for test this solution in Houdini Only thing that makes the process more difficult is the edit sop cannot rotate normals by selecting points and rotating vectors if there is a tool that can do this, someone link it Abvfx, that's true, but i was thinking to build the setup for the normals in a Wrangle SOP Edited March 19, 2016 by reyan Quote Link to comment Share on other sites More sharing options...
abvfx Posted March 19, 2016 Share Posted March 19, 2016 Abvfx, that's true, but i was thinking to build the setup for the normals in a Wrangle SOP Do you mean a sop, just for rotating rotating selected normals? If that is so, excellent. From what i see, this is the missing link when it comes to the 2d > 3d link (and for it to be intuitive). I would be happy to create a character to test this on, especially because its low poly. Quote Link to comment Share on other sites More sharing options...
reyan Posted March 20, 2016 Author Share Posted March 20, 2016 I saw this link: http://blendernpr.org/chibi-ryu-realtime-outline-shading/And it's the same method that they use in GDC talk, but in Blender.I'm quite convinced that's possible achieve the same result in Houdini Quote Link to comment Share on other sites More sharing options...
dedeks3000 Posted March 22, 2016 Share Posted March 22, 2016 (edited) The Normal tool used in the GDC talk : Edited March 22, 2016 by dedeks3000 2 Quote Link to comment Share on other sites More sharing options...
jonah@jonahtobias.com Posted January 26, 2017 Share Posted January 26, 2017 I built this simple outline effect which works pretty well. Better than I would have expected. However its slow to update in the viewport. Can any of you show me how to rewrite the point sop normal expressions (origin("","../../cam1", "TX")-$TX) into VEX code? That's where the normals are oriented toward the camera. VEX would speed this up a ton but I can't figure out the right vex. I also can't figure out how to delete only primitives who's normals are oriented towards the camera. quick outline5.hip 1 Quote Link to comment Share on other sites More sharing options...
j00ey Posted January 27, 2017 Share Posted January 27, 2017 (edited) Try this, there are a couple of options for the normal orientation in there. **edit I added backface culling quick outline5_VEX01.hiplc Edited January 27, 2017 by j00ey added backface culling Quote Link to comment Share on other sites More sharing options...
jonah@jonahtobias.com Posted January 27, 2017 Share Posted January 27, 2017 Thank you tim, I spent most of the day yesterday trying to accomplish those few lines of VEX. Quote Link to comment Share on other sites More sharing options...
j00ey Posted January 27, 2017 Share Posted January 27, 2017 No problem. I think we've all been in that situation some time! Quote Link to comment Share on other sites More sharing options...
Juraj Posted January 28, 2017 Share Posted January 28, 2017 Also interesting paper to check out! http://graphics.pixar.com/library/ToonRendering/paper.pdf Quote Link to comment Share on other sites More sharing options...
stickman Posted January 28, 2017 Share Posted January 28, 2017 enpeeeaaarrrrr!!!!!! Really looking forward to what houdini might be able to do for me... I really, really love npr or rather np authoring toolsets. Here's a few videos of a tool I went broke trying to finance. First, prototype: and here's a test, showing real-time diffusion via a motion blur hack: disclaimer: the genius behind this is Thomas Luft. 1 Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 28, 2017 Share Posted January 28, 2017 2 hours ago, stickman said: enpeeeaaarrrrr!!!!!! Really looking forward to what houdini might be able to do for me... I really, really love npr or rather np authoring toolsets. Here's a few videos of a tool I went broke trying to finance. First, prototype: houdini have a lot potential, mantra is extreme hack-able for this kind of stuff... its also area which i wanna get into it. also check out http://photodonut.com/ --> pretty cool and node based Quote Link to comment Share on other sites More sharing options...
stickman Posted January 28, 2017 Share Posted January 28, 2017 Hi Heribert! Yeah, I've been watching them but they have no temporal controls, only really for stills. Quote Link to comment Share on other sites More sharing options...
eetu Posted January 28, 2017 Share Posted January 28, 2017 4 hours ago, stickman said: Really looking forward to what houdini might be able to do for me... I really, really love npr or rather np authoring toolsets. Here's a few videos of a tool I went broke trying to finance. Hi David! I remember waiting for that tool to come out for a long time, too bad it did not end well :/ Hopefully you'll get something new built in Houdini! 1 Quote Link to comment Share on other sites More sharing options...
Jason Posted January 29, 2017 Share Posted January 29, 2017 A little off-topic, but for some reason I got reminded of a very old thread here on odforce. What you do in the newer render hook framework is no doubt far more powerful, but I thought there was some nice near-realtime NPR here. Quote Link to comment Share on other sites More sharing options...
stickman Posted January 29, 2017 Share Posted January 29, 2017 wow... so much unended inspiration! Quote Link to comment Share on other sites More sharing options...
schwungsau Posted August 27, 2017 Share Posted August 27, 2017 thats badass NPR 3 Quote Link to comment Share on other sites More sharing options...
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