[Bf-committers] Re: water painting

GSR - FR famrom at infernal-iceberg.com
Sat Nov 27 16:47:56 CET 2004


johnny.matthews at gmail.com (2004-11-26 at 2117.40 -0600):
> >Why add a lot of special code to the 3D shading tree, when the
> watercolor effect
> > can be done so simply in 2D?
> 
> Perhaps to move in a direction like this
> 
> http://www.finalrender.com/products/products.php?UD=10-7888-35-788&PID=37

That sounds like some kind of post process based in the full info
generated by the 3D rendering:

 'All shading and rendering is done with the production proven 3ds max
 scanline renderer. When the scanline pass is done, the finalToon line
 renderer "pops in" and takes over to produce one of the best line
 renderings available of today.'

To me, that sounds like using the scaline to do basic shading, or even
flat, and then from the normal info, the material index and others,
create a 2D toon. So similar to what Rob was saying (people only look
at the images?). Levien's idea has not been implemented by Gimp yet, I
would prefer Blender to focus in improving the basics (interface, 3D
tools, rendering engine) before going into the land of 2D advanced
apps.

GSR
 


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