Re: Guilty Gear XX made with softimage - RT Outline controlled by map

2015-11-01 Thread Stefan Kubicek



But this is all speculation. Has anyone on the list worked with this  
approach before? (thickness outline driven by weightmap?)

Cheers.


I have (in Maya), but the workflow is the same. For outlines apply  
thickness, invert, assign black shader. Controll thickness of outline with  
a weight map. For interior lines, simply paint them into the texture.  
Personally I don't like creating extra geometry for outlines so much, but  
it's one way of doing it. A good toon shader should give you better  
results and more control.
Controlling mesh normals is also important if you want clean separation of  
lit and shadowed mesh areas, see https://vimeo.com/115104048 for reference  
(there's also a link to a tool streamlining mesh normals editing further  
down in the video's description)





On Thu, Oct 29, 2015 at 2:58 PM, Eugene Flormata   
wrote:

for the inside lines
the UVs are square patches where the border may have a black line
with a buncha textures that have straight black lines, there's no  
texture scaling in the screen so it maintains resolution the whole time  
if i recall >>correctly from the video



On Thu, Oct 29, 2015 at 12:56 PM, Eugene Flormata   
wrote:

that's for the outline


On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder  
 wrote:

hey,

to me it looks like it's a mesh clone with a push and inverted  
Normals with Backsides transparent. Black constant material on it.

But I might be wrong. ;)

Christian



On 29/10/2015 20:24, Pierre Schiller wrote:

Hello and good day. I came across this video:
https://www.youtube.com/watch?v=D4T1cDJryOI
Which basically shows how the guys on blender are making the  
realtime outline for a character like Guilty Gear´s game  
>conference exposed.
My question is regarding the method the guys on GG used to make the  
outline for the character on real time with a texture >map. That  
part I can´t get my head around.
Has anyone here on the list boarded this method to create thick-thin  
lines through a texture map?


I´ve seen the entire GDC video over and over and they don´t  
(technically) explain on detail how they got it made on  
>softimage. So I thought to share this video if anyone could  
point me to the right direction.


Thanks
Cheers.
David R.

--Portfolio 2013
Cinema & TV production
Video Reel










--Portfolio 2013
Cinema & TV production
Video Reel




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Stefan Kubicek
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Re: Guilty Gear XX made with softimage - RT Outline controlled by map

2015-10-30 Thread Pierre Schiller
http://sixhg.exblog.jp/21768189/
I got to the blog, but google translate doesn´t work. He mentions (taking
each paragraph into google translate), something of the likes:

"Shader language in MetaSl, to modify the sample that comes originally
softimage, in one function 1 node specific Nori, has become a
specification that
can be freely reclassified in the render tree.
Shaders of this hand, while becoming likely out nosebleed until now, I had
crossed in CGFX, MetaSL because there is no need to call the Toka matrix, it
is easy.
However, MetaSL since blend function is not in use, can not be discarded yet
CGFX.
Also MetaSL because it does not come out at all the information even if
Gugutsu, you still will likely out nosebleed."

// I think "nosebleed" must be translated as "so cool" or "out of this
world" :D

Anyone knows how to get this inside softimage?
Cheers.

On Thu, Oct 29, 2015 at 7:47 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I know there´s a similar video on VIMEO about this setup (and with the
> same lizard) regarding the outline via ICE. Does anyone knows what the
> video is named? or what´s the name of the user channel on vimeo?
> https://www.youtube.com/watch?v=JXAPS754_qM
>
> Btw: seems to me, from the blender video, they do Invert the geo normals,
> (so they can be material: black-constant) but then assign that "thickness
> operator" driven by a weight map. Then they go and paint where they want
> more prominence of thickness and ERASE where they don´t want a 100% weight
> paint so thickness gets reduced.
>
> But this is all speculation. Has anyone on the list worked with this
> approach before? (thickness outline driven by weightmap?)
> Cheers.
>
> On Thu, Oct 29, 2015 at 2:58 PM, Eugene Flormata 
> wrote:
>
>> for the inside lines
>> the UVs are square patches where the border may have a black line
>> with a buncha textures that have straight black lines, there's no texture
>> scaling in the screen so it maintains resolution the whole time if i recall
>> correctly from the video
>>
>>
>> On Thu, Oct 29, 2015 at 12:56 PM, Eugene Flormata 
>> wrote:
>>
>>> that's for the outline
>>>
>>>
>>> On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder >> > wrote:
>>>
 hey,

 to me it looks like it's a mesh clone with a push and inverted Normals
 with Backsides transparent. Black constant material on it.
 But I might be wrong. ;)

 Christian



 On 29/10/2015 20:24, Pierre Schiller wrote:

 Hello and good day. I came across this video:
 https://www.youtube.com/watch?v=D4T1cDJryOI
 Which basically shows how the guys on blender are making the realtime
 outline for a character like Guilty Gear´s game conference exposed.

 My question is regarding the method the guys on GG used to make the
 outline for the character on real time with a texture map. That part I
 can´t get my head around.
 Has anyone here on the list boarded this method to create thick-thin
 lines through a texture map?

 I´ve seen the entire GDC video over and over and they don´t
 (technically) explain on detail how they got it made on softimage. So I
 thought to share this video if anyone could point me to the right 
 direction.

 Thanks
 Cheers.
 David R.

 --
 Portfolio 2013 
 Cinema & TV production
 Video Reel 



>>>
>>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>



-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


Re: Guilty Gear XX made with softimage - RT Outline controlled by map

2015-10-29 Thread Pierre Schiller
I know there´s a similar video on VIMEO about this setup (and with the same
lizard) regarding the outline via ICE. Does anyone knows what the video is
named? or what´s the name of the user channel on vimeo?
https://www.youtube.com/watch?v=JXAPS754_qM

Btw: seems to me, from the blender video, they do Invert the geo normals,
(so they can be material: black-constant) but then assign that "thickness
operator" driven by a weight map. Then they go and paint where they want
more prominence of thickness and ERASE where they don´t want a 100% weight
paint so thickness gets reduced.

But this is all speculation. Has anyone on the list worked with this
approach before? (thickness outline driven by weightmap?)
Cheers.

On Thu, Oct 29, 2015 at 2:58 PM, Eugene Flormata 
wrote:

> for the inside lines
> the UVs are square patches where the border may have a black line
> with a buncha textures that have straight black lines, there's no texture
> scaling in the screen so it maintains resolution the whole time if i recall
> correctly from the video
>
>
> On Thu, Oct 29, 2015 at 12:56 PM, Eugene Flormata 
> wrote:
>
>> that's for the outline
>>
>>
>> On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder 
>> wrote:
>>
>>> hey,
>>>
>>> to me it looks like it's a mesh clone with a push and inverted Normals
>>> with Backsides transparent. Black constant material on it.
>>> But I might be wrong. ;)
>>>
>>> Christian
>>>
>>>
>>>
>>> On 29/10/2015 20:24, Pierre Schiller wrote:
>>>
>>> Hello and good day. I came across this video:
>>> https://www.youtube.com/watch?v=D4T1cDJryOI
>>> Which basically shows how the guys on blender are making the realtime
>>> outline for a character like Guilty Gear´s game conference exposed.
>>>
>>> My question is regarding the method the guys on GG used to make the
>>> outline for the character on real time with a texture map. That part I
>>> can´t get my head around.
>>> Has anyone here on the list boarded this method to create thick-thin
>>> lines through a texture map?
>>>
>>> I´ve seen the entire GDC video over and over and they don´t
>>> (technically) explain on detail how they got it made on softimage. So I
>>> thought to share this video if anyone could point me to the right direction.
>>>
>>> Thanks
>>> Cheers.
>>> David R.
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>>
>>>
>>
>


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


Re: Guilty Gear XX made with softimage - RT Outline controlled by map

2015-10-29 Thread Eugene Flormata
for the inside lines
the UVs are square patches where the border may have a black line
with a buncha textures that have straight black lines, there's no texture
scaling in the screen so it maintains resolution the whole time if i recall
correctly from the video


On Thu, Oct 29, 2015 at 12:56 PM, Eugene Flormata 
wrote:

> that's for the outline
>
>
> On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder 
> wrote:
>
>> hey,
>>
>> to me it looks like it's a mesh clone with a push and inverted Normals
>> with Backsides transparent. Black constant material on it.
>> But I might be wrong. ;)
>>
>> Christian
>>
>>
>>
>> On 29/10/2015 20:24, Pierre Schiller wrote:
>>
>> Hello and good day. I came across this video:
>> https://www.youtube.com/watch?v=D4T1cDJryOI
>> Which basically shows how the guys on blender are making the realtime
>> outline for a character like Guilty Gear´s game conference exposed.
>>
>> My question is regarding the method the guys on GG used to make the
>> outline for the character on real time with a texture map. That part I
>> can´t get my head around.
>> Has anyone here on the list boarded this method to create thick-thin
>> lines through a texture map?
>>
>> I´ve seen the entire GDC video over and over and they don´t (technically)
>> explain on detail how they got it made on softimage. So I thought to share
>> this video if anyone could point me to the right direction.
>>
>> Thanks
>> Cheers.
>> David R.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>>
>>
>


Re: Guilty Gear XX made with softimage - RT Outline controlled by map

2015-10-29 Thread Eugene Flormata
that's for the outline


On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder 
wrote:

> hey,
>
> to me it looks like it's a mesh clone with a push and inverted Normals
> with Backsides transparent. Black constant material on it.
> But I might be wrong. ;)
>
> Christian
>
>
>
> On 29/10/2015 20:24, Pierre Schiller wrote:
>
> Hello and good day. I came across this video:
> https://www.youtube.com/watch?v=D4T1cDJryOI
> Which basically shows how the guys on blender are making the realtime
> outline for a character like Guilty Gear´s game conference exposed.
>
> My question is regarding the method the guys on GG used to make the
> outline for the character on real time with a texture map. That part I
> can´t get my head around.
> Has anyone here on the list boarded this method to create thick-thin lines
> through a texture map?
>
> I´ve seen the entire GDC video over and over and they don´t (technically)
> explain on detail how they got it made on softimage. So I thought to share
> this video if anyone could point me to the right direction.
>
> Thanks
> Cheers.
> David R.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
>
>


Re: Guilty Gear XX made with softimage - RT Outline controlled by map

2015-10-29 Thread Christian Freisleder

hey,

to me it looks like it's a mesh clone with a push and inverted Normals 
with Backsides transparent. Black constant material on it.

But I might be wrong. ;)

Christian


On 29/10/2015 20:24, Pierre Schiller wrote:

Hello and good day. I came across this video:
https://www.youtube.com/watch?v=D4T1cDJryOI
Which basically shows how the guys on blender are making the realtime 
outline for a character like Guilty Gear´s game conference exposed.


My question is regarding the method the guys on GG used to make the 
outline for the character on real time with a texture map. That part I 
can´t get my head around.
Has anyone here on the list boarded this method to create thick-thin 
lines through a texture map?


I´ve seen the entire GDC video over and over and they don´t 
(technically) explain on detail how they got it made on softimage. So 
I thought to share this video if anyone could point me to the right 
direction.


Thanks
Cheers.
David R.

--
Portfolio 2013 
Cinema & TV production
Video Reel 




Guilty Gear XX made with softimage - RT Outline controlled by map

2015-10-29 Thread Pierre Schiller
Hello and good day. I came across this video:
https://www.youtube.com/watch?v=D4T1cDJryOI
Which basically shows how the guys on blender are making the realtime
outline for a character like Guilty Gear´s game conference exposed.

My question is regarding the method the guys on GG used to make the outline
for the character on real time with a texture map. That part I can´t get my
head around.
Has anyone here on the list boarded this method to create thick-thin lines
through a texture map?

I´ve seen the entire GDC video over and over and they don´t (technically)
explain on detail how they got it made on softimage. So I thought to share
this video if anyone could point me to the right direction.

Thanks
Cheers.
David R.

-- 
Portfolio 2013 
Cinema & TV production
Video Reel