Kerro Perro wrote:
Cool that you're also trying some of this stuff - if the Painting with ICE and your texture instancer are any indication you will soon come up with a kick-ass NPR shader!
I wish hehe NPR as a subject is certainly intriguing. I was doing some experiments with texture instancing to produce the flake effekt like in the car shader. It worked pretty well, atm I'm thinking there might at least be a chance to get a painterly effect alone by using a very carefully designed bump/normal map.
That's one funky model there, seems fun to animate with - i like the "banding" on the shading on the neck - gradient?
)) Yes that's the Valve Half Lambert+Gradient thing with shadows added on top.
I do have a method now: render map the lit sphere/grayball result and use those textures to get the desired result. Have tried that a little already and see some progress, plugging the rendermapped texture in the bump is somewhat interesting. But i could also just use it as a texture - although then it looks a little Clone Wars and i hate that show ;-)
interesting approach. I thought baking the grayball effect would produce too much stretching when the model moves, but being baked it could be of course edited away in PS.
Anyhoo there is a drawback and that is that i would have to rendermap every single object in the scene, if i have to i will but lemme check if there's another way: Is there a way to "freeze" the lit sphere? I realize it can't be done with grayball applied directly to the meshes but you said something about the enviroment sphere moving in sync > can i set up an sphere say around my character and then sample that back?
freezing probably won't work because it's not tied to UVs that could be frozen. It needs eyeray and normal vector, which could be stored and reappied. But for that you'd need baking again.