I couldn’t get into the labs today (er, yesterday), so I jumped back into my non-photorealistic rendering tests. I stayed up way too late working on it, so this entry will be short. I promise I’ll have a more in-depth update soon, but for now you just get images. Overall, I’m happy with my progress:
I’m using two different shaders to achieve this result: One for the etching, and one for the color. I broke them up because I felt I had better control when combining them in post. For the second image, I added an ambient occlusion pass to see what it might add.
That’s all. Time for bed!
!!Update!!
I like the non-ambient occlusion image above better, but I’d like your thoughts on both. Also, here’s it in motion:
!!Update 2!!
The earlier examples were a bit rough because, due to version issues, I didn’t have access to a lot of my files. Now that I’m back in the labs, I decided to test the shader on an animation cycle for my crowd sim project. You can see how it holds up below:
And with motion blur:
!!Update 3!!
This is probably the final update for this iteration of the shader. I wanted to see how it would hold up when added to a full environment. Here is the “out of the box” result:






YYYYEEEAAAAAHHHHHHH!!!!!!!!!!!!!!!!!!!!