View Full Version : sketchy edges

02-09-2005, 02:05 PM
does anyone know how to render models with a sketchy outline? any help would be greatly appreciatted.

02-09-2005, 03:16 PM
try the unreal shader ...edge tracer is part of that and it works nicely.

also...there is a thread I will track down that has a killer tech for this ....I'll look and get back to this thread

02-09-2005, 03:18 PM
here is teh link:


02-09-2005, 03:19 PM
unreal tutorial:


Unreal shader home:


02-09-2005, 09:25 PM
I was inspired by what I saw on SpinQuad to give a go to a "style" I've wanted to do for a while. By combin'n a few of everyone's techniques with my own I'm getting closer. I'm fairly certain I'll be able to get it to animate soon. I've included the files that produced the block image. It was made in 8.2 with PLD, but you could use 7-8 for it.

There are two copies of a model. One is frozen and scaled up a bit and then all of the polys are tripled. I then run jitter on the frozen object (just a little bit) and then make a morph that has negative jitter values of the base object. Next I give the jittered object a seperate surface.

In Layout I take the jittered object and turn its surface transparency all the way up, and in the object panel under render I enable edges. LW will now render the edges, but not the object. Lastly I change to fractional frames, and open the "sketch" objects morph mix panel. At zero I set it to -100 and at .10 or so I set it to 100. In the graph editor select each key frame and set them to oscilate (sp?). Now in the camera properties panel turn on motion blur dittered and set PLD to 3 and use the mitchel soft filter.

The number of PLD passes, and motion blur length can change the look of the line A LOT. You can almost get a semi pencil shade if you play around with it a bit. Anyway...this was my first attempt...and it seems to work fairly well...I'm going to keep tweaking it out...

PS- the head one was my first try at it...I change a few things for the block version at it seemed to work better...

For now here is a little demo file:

02-10-2005, 10:29 AM
I like using sub-frame morph oscillations for faking volumes when using multipass renders. I think it works especially well with f-prime as it will (in time) clean-up the banding. When not using f-prime full-precision blur does a good job of reblending the slices. One of many ways to do the same thing I guess but I was reminded with all this great talk about usign edges and 2-point polys and sketch effects.



02-11-2005, 03:08 PM
thank you all very much!! :D