Hi,

Recently I replied to the tracker item T49017 that addresses the reported issue regarding inconsistent Freestyle lines coming from coincident mesh edges.

https://developer.blender.org/T49017

In the reply I have mentioned two potential solutions. Do you think any of them solves your particular problem in the simulated paper folding scene?

--
KAJIYAMA, Tamito <rd6t-k...@asahi-net.or.jp>

On 2017/09/21 15:03, A Z wrote:
To who it may concern,


I'm not sure who should get this to start, however I've tried this email address

as a starting point that developers do see.


I've got a modelling issue that touches on meshes, NURBS surfaces and

freestyle line edges.


The entire thing is visible at the artists forum,


https://blenderartists.org/forum/showthread.php?402757-How-do-I-solve-this-Freestyle-Lines-problem&highlight=

How do I solve this Freestyle Lines 
problem?<https://blenderartists.org/forum/showthread.php?402757-How-do-I-solve-this-Freestyle-Lines-problem&highlight=>
blenderartists.org
-In this example, one lines group appears and the other doesn't, despite the 
fact that both situations are parallel identical. One of these problems begins 
at frame 380. I should certainly get a symmetrical, consistent display of lines 
in this situation. How can I prevent rendering doing my Freestyle Edges so 
inconsistently?


I need some kind of way, be it via an enhanced layers system or otherwise,

to allow a way to have surfaces, associating strictly with their freestyle line 
edges,

to "stack" in the subsequent order they are introduced.  By introduced,

I mean brought into surface coincidence. I then need a camera to

render and interpret these coincident surfaces as "stacking",

top down, even though they are coincident.


I need this feature so that I can use blender keyframe animation to simulate a 
paper

folding situation, where I may "virtualise" away any paper thickness.

I need only use one surface reference on all surfaces, and while my model

is only a mesh one, perhaps in wider theory it implies to NURBS surfaces

too.


Is there anything going on towards version 2.8, or anyone really, who could

take a look at my feature request here and perhaps do something about 
accomplishing

this?  Or even pointing me in the correct Blender direction if I'm wrong?
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