Cel Shading...

Started by Xargonis, December 27, 2006, 09:26:54 PM

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Xargonis

I've been watching the forums for a little bit as well as the LWJGL ones as well.  Haven't posted anything before, but there is something that has my curiosity...

First, let me thank you for a decent API with jPCT.  It's wonderful!

But now, I'm curious, is there any plans for cel-shading, or has it been implemented or a way to do it while I had a blind eye turned?

Thanks in advance,
ive a man some fire and he'll be warm for a day...
Light a man on file and he'll be warm for the rest of his life...

EgonOlsen

Currently, there is no cell-shading implemented nor are there any plans to add it, i'm afraid.

theFALCO

and are there any plans to add anything? :D (could use some new stuff)

cyberkilla

My personal view is that it does all it needs.

When you keep adding stuff, this is when you get too much complexity.
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

EgonOlsen

Quote from: "theFALCO"and are there any plans to add anything?
Yes, a post processing bloom effect (for OpenGL renderer only) as a kind of pseudo-hdr. Eats up some fillrate and looks like this:

No bloom:


Bloom:

cyberkilla

Wow, now that is beautiful. I could use that myself:P.

Still, im sure you understand what I was attempting to say;).
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

theFALCO

if(bloom.getMeaning()=="darkness also gets bloom") {
 Voter.setVote("bloom", "NO");
}
// if this "bloom" will be like this: take the render, apply gaussian blurr (or some other blurr), apply it to the main render with alpha blend ("half-transparen") then please don't do it, it will cause shadows and other darkness to cause bloom while it shouldn't... or just tell me that it won't cause such nasty effect

EgonOlsen

It does work this way, but that's only half the truth. It doesn't apply the blur to the main render but to a self-multiplied version (multiple times) of it. That way, bright areas are still bright while darker areas are almost black (in the blurred version). The result is added to the actual render. So bright areas are getting a halo and dark areas remain as there were, because something+0 is still something.
It's an optional effect anyway, so if you don't like it, don't use it.

AGP

Egon, I was actually going to suggest a glow effect. Nice to see you were ahead of me. How fast is your method (sounds fairly intense)? By what I understood it will render the same frame a few times before applying the result to the original render.

theFALCO

will there be a "power" (how intense the bloom will be) setting?

EgonOlsen

@AGP: It stresses fillrate but it renders only one time. The rest is just simple 2D post processing. There is a performance penalty depending on the choosen settings but on current hardware, it should be fast enough.

@theFALCO: Yes. You'll be able to adjust some settings to tweak the effect.

theFALCO