Thanks to all of you for your ideas and comments!<br><br>I still need to get more familiar with Blender to fully <br>evaluate the different options suggested here, but<br>as far as my understanding is currently going, and based
<br>on your answers, I would say that it makes sense
<br>to integrate Freestyle as another renderer whose output would <br>be composited in raster space.<br>
<br>
In any case, it's certainly possible to display the outlines<br>in the opengl viewport, for preview purposes, <br>as some geometry living in image space, on top of whatever <br>else is there.<br><br>To answer Jason's following concern:
<br>"I'm not sure how it would work as my<br>understanding of Freestyle is that it applies itself to the scene as a<br>whole. "<br>It's true that the information is computed on the whole scene (visibility is a good
<br>example of an information that can't be computed separately per object), <br>but that doesn't prevent from localizing the stylization by applying shaders on <br>a per object (or group of objects) basis (even if it's not currently working like that),
<br>as long as they all use the same information.<br><br>I hope my lack of knowledge of blender doesn't make me misunderstand <br>the ideas proposed here, but in any case, I'll make sure to carefully read them again
<br>when I know blender better :-)<br><br>Thanks again!<br><br>Stephane<br><br><div><span class="gmail_quote">On 3/9/07, <b class="gmail_sendername">Michael Crawford</b> <<a href="mailto:psyborgue@mac.com">psyborgue@mac.com
</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><br>On Mar 9, 2007, at 12:32 AM, Doug Ollivier wrote:<br><br>> Yep, and the advantage of this is the thickness of the wires
<br>> changes as you zoom out..... (which can be desirable in many<br>> situations... or not)<br>><br>> It is also how the Maya toon edges, and some other modifiers can be<br>> done.<br><br>I know Maya uses geometry in the viewport to preview, but when it
<br>renders, it uses paintEffects which can be either a true 3d effect,<br>or a 2.5d effect (in which case, it's not geometry at all, but a 2d<br>brushtroke with depth). Paint effects can do all sorts of things,<br>
like smudge or clone along a path... so it's not just 3d.<br><br>In any case, Matt's idea sounds great, if freestyle can be integrated<br>in such a manner.<br><br>> Very nice idea Matt<br>><br>> Matt Ebb wrote:
<br>>> On 3/8/07, *Stéphane Grabli* <<a href="mailto:stephane.grabli@gmail.com">stephane.grabli@gmail.com</a><br>>> <mailto:<a href="mailto:stephane.grabli@gmail.com">stephane.grabli@gmail.com</a>>> wrote:
<br>>><br>>> Ideally, since Freestyle only produces contour lines<br>>> (currently as<br>>> 2D triangle strips living in image space), its output<br>>> would easily be composited (in a way or another) to other
<br>>> rendered elements such as shadows, objects interiors etc.<br>>><br>>><br>>> Here's another idea, since freestyle is actually creating<br>>> geometry, what if it was actually done as a modifier? It could do
<br>>> exactly the same thing, generating geometry (and vertex colours/<br>>> UVs?) aligned to the camera view vector. The cool thing about it<br>>> being a modifier is that you'd be able to preview how it would
<br>>> look in the 3D View, and it would be really there, not just a<br>>> shading effect, so you could layer other modifiers on top, it<br>>> could cast shadows, etc.<br>>><br>>> Something to think about...
<br>>><br>>> Matt<br>_______________________________________________<br>Bf-funboard mailing list<br><a href="mailto:Bf-funboard@projects.blender.org">Bf-funboard@projects.blender.org</a><br><a href="http://projects.blender.org/mailman/listinfo/bf-funboard">
http://projects.blender.org/mailman/listinfo/bf-funboard</a><br></blockquote></div><br>