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Freestyle’s Blender or rendering outline.

Home Forums Bug Reports and Feature Requests Freestyle’s Blender or rendering outline.

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  • #7532
    jbetbe
    Customer

    Hi,
    Trying to achieve a canvas that looks like cartoon, 2D drawings, blue-prin, etc., good for presentarions including a 3D envioewnent it seems there’s no outline rendering in Verge.
    I think it sol be a huge improvement
    Thanks.

    #7548

    Thanks for the suggestion! In fact some stuff like this should already be possible with Verge3D, considering that it is based on Three.js:

    https://threejs.org/examples/webgl_postprocessing_sobel.html
    http://www.andrewberg.com/prototypes/threejs/toon_outline/

    However, Freestyle algorithms may differ from those used in the examples above. Will need to investigate further and see what we can do.

    Chief 3D Verger | LinkedIn | Twitter

    #9708
    gary
    Customer

    I’m also very interested in having this effect in Verge3D.

    There’s a pretty good example shown here: https://discourse.threejs.org/t/wireframe-with-rectangle/2856
    but at the moment I’m not up to the task, being more of an artist than a dev.

    #9727

    There’s a pretty good example shown here: https://discourse.threejs.org/t/wireframe-with-rectangle/2856

    For that you can use Wireframe modifyer with a scecific shadeless material.

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    Co-founder and lead graphics specialist at Soft8Soft.

    #9746
    gary
    Customer

    Thanks for the example Mikhail.

    I can’t quite get the look I want by limiting the modifier effect using a vertex group as I don’t want to render all edges. I think what I would have to do is create an additional object, for each object, and alter those meshes for the modifier. More objects, more meshes — not really ideal…. At least not as attractive as a shader/Three.js function so I may have a learning curve ahead of me.

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    #9751
    gary
    Customer

    Okay, I think I can make this strategy work. Just need to remove a few vertices and define ngons. :)

    #9753

    Okay, I think I can make this strategy work. Just need to remove a few vertices and define ngons.

    Yes, n-gons can help in that way. In 2.8 they plan to make a specific shader to render such wareframes like it was in Blender Internal, may be it can be supported in the future.

    Co-founder and lead graphics specialist at Soft8Soft.

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