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 Cel-Shading
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Hey there, have you got any screen shots of your texture cel shading at work? I'd be interested to see how it looks.


War Worlds - A 3D Real-Time Strategy game in development.

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Nice going Sami - the article mentioned a couple of things that I hadn't even thought of about cartoon rendering. Tell me though... what would you use "cel-shading textures" (the advanced thingy) for?

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Great article. Every other one I've read on npr rendering has just baffled me, but after reading your article I got directional lighting and highlighting working in just a few minutes. Thanks!

Now onto my dreams of making an npr fps heh...

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Perfect timing!

Just 2 days ago, I was trying to decode the description on that in "3D Games" (it's only 3 paragraphs in the book).

If anyone reading this wants to know I nice, simple was of doing the outlines, I use this method:

                glPolygonMode(GL_FRONT, GL_FILL);
                glDepthFunc(GL_LESS);
                glCullFace(GL_BACK);
                glCallList(object);
                glPolygonMode(GL_BACK, GL_LINE);
                glDepthFunc(GL_LEQUAL);
                glCullFace(GL_FRONT);
                glDisable(GL_LIGHT0);
                glCallList(object);
 


After careful deliberation, I have come to the conclusion that Nazrix is not cool. I am sorry for any inconvieience my previous mistake may have caused. We now return you to the original programming

Edited by - Godfree^ on July 15, 2001 12:21:56 PM

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It seems that D3D doesn't support "Line Width"..
Can I achieve the black outline effect in Direct3D ?

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heh, that article wasnt meant to be posted! it was a preliminary version i sent to dave (myopic rhino) for some comments!!!

i've pretty much finished the final version, which will include loads of screenshots, and source code (OpenGL only unfornatly). i have also been e-mailed a few more links to go at the end of the section, and i'm going to incorperate the information found there into the article. i'll tell you when it's all finished.

oh, btw, if you use textured polygons and use the vertex colours to light them, it will look like a bit like "standard lighting". i'm gonna include the multi-texturing stuff in the next release too, now that i finally understand it myself

2nd, "cel-shading textures" (should be cel-shaded textured polygons). this is useful if you wanted to create a pattern on an object instead of using a single color. you would texture it, and then use multi-texturing (best effect) or vertex colors (looks quite dodgy) to light it. remember to keep the colors very bland and don't make any highlights, for example, in a face, keep the skin the same color thoughout, no different tones.

thanks for the feedback!

MENTAL


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Where can I find a source code which is easier to understand (whith GLUT, SDL or just the Win32 API). I don't know MFC.

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I was reading your article and I noticed that you tried to use the vertex colors as intensity.

I did the same mistake when I wrote a cel-shading test program in GL.

If you specify the intensity of the vertex, the intensity will be linearly interpolated (gouraud shading). But you only want to have e.g. full and half intensity in your model. If you interpolate between full and half intensity you get a intensity, which you didn't want!

When I noticed it I thought okay, I use flat shading! But then it doesn't look like a cartoon because the whole poly has the same color.

You MUST use textures because the texture coordinates will be interpolated for every fragment of your poly. Then you get only intensities from the texture, which you specified and no interpolated intensities. That's the difference.

Daniel




[edited by - dani on September 7, 2002 7:17:14 AM]

[edited by - dani on September 7, 2002 7:18:32 AM]

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Thanks for the article! I've never done any "real" 3d programming before, so it took me a while to get going with the cel shading.

First I tried the example at MSDN, but I didn't like that the whole model always had a single color. I solved that by parsing the materials in the X-file and fetching diffuse colors that I applied to the vertices... Then I changed the vertex shader so it would get the colors from the vertices instead of the constant register. I removed the black edges because I don't like them (I prefer the "Zelda Style"). Turned out like this (I borrowed the model from a game *cough*):



I didn't like that either, though, because I wasn't able to add enough details without adding a lot of useless polygons. So I thought about the "advanced" part of this article and tried the diffuse shading strategy. As people have pointed out in the comments here, that doesn't look very nice. Instead I tried the multi-texturing strategy which I had a lot of problems with (I tried to apply an alpha-blended black texture ontop of the base texture), until I finally realized that the solution was easier than I first thought: Quake-style lightmapping! Whee! This is what I ended up with (based on the SkinnedMesh DXD8 sample):






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Looks cool, any chance of a demo/source? :D

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It's just an edited Microsoft sample so nothing fancy... I've explained a little more about this method in another thread:

http://www.gamedev.net/community/forums/topic.asp?topic_id=161189


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Sorry to bump an old topic but I have a question: Do any of you have a screenshot of your cell-shaded game? I want to see what results can be achived.

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To anyone who is interested in cel shading or Non-Photorealistic Rendering in general, I have created a website: http://www.cybercoalition.com

Feel free to post any images from your NPR works into the gallery there. The purpose behind my website is to gather together everything I can on cel-shading in one place so that others might learn about this terrific medium.

-Mic www.cybercoalition.com

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