#Stylized outline

1 messages · Page 1 of 1 (latest)

upper geyser
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How can I do something like this?
I tried to do it using assets such as mk edge and linework, but as I understand it, they are not suitable for this. (These are 4 consecutive frames from one video.)

steel moat
signal mason
signal mason
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If it's Blender's Freestyle, that specifically draws connected waypoints over the object geometry in screen space and then renders them as line geometry which allows them to be discretely animated

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(waypoints or another mesh made of edges, same result anyway)

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But I don't think I've seen that technique used in actual realtime applications much, it's often too complex of a process and doesn't scale well

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What you want which most realtime outline techniques don't handle are internal outlines, and probably the animation too

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Internal outline techniques are often combined with external outline techniques because most types have to work in different ways

upper geyser
signal mason
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The realtime outline techniques that can do internal lines usually have to determine thickness totally in screen space, since they can't use geometry for it
And when in screen space it can be hard to separate different outlines by depth or by material or otherwise, and to render them differently based on that

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Variable thickness in screen space usually requires calculating an SDF, which you may be able to implement a weight offset so closer lines are bigger, or that the animated thickness isn't totally random per pixel but has some consitency over a "line" even when those don't discretely exist at that step in rendering

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Fixing that is the unique advantage of Freestyle type lines

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You can kind of animate SDF outlines in screen space by applying a noise texture to multiply the values, which changes their thickness somewhat non-uniformly

sonic finch
upper geyser
# sonic finch I'd be happy to add a feature like this to Linework, a noise texture could be ap...

No noise animation is needed; in the video, the outline jerks due to the movements of the camera and characters. If you're interested, here's the full video: https://www.youtube.com/watch?v=IBw5DC2x-ho&t=252s

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▶ Play video
signal mason
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That is effectively animated noise, but per line and unique due to the way Freestyle operates

upper geyser
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This is more noticeable on objects that are far away from the camera

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As one animator told me, this effect is created by the simultaneous movement of the camera and the character model

signal mason
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Which is important because post processing line shaders don't have access to all the data that'd be required to make that specific kind of line thickness noise/animation
But may be able to approximate it

sonic finch
signal mason