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PostPosted: 01 Jul 2014, 18:30 
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*sensei*

Joined: 05 Apr 2014, 10:29
Posts: 498
Location: Taiwan
Hi everyone, :D
made them in effect.txt for easy adaptation. It only has simple bool control.

cel shader ref: http://en.wikipedia.org/wiki/Cel_shading
paint shader ref:http://www.codeproject.com/Articles/471994/OilPaintEffect

the cel shader is generated from normal texture which generated from depth texture.

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File comment: cel shader and paint shader
effect.txt [8.42 KiB]
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here are some pics:

the normal texture( I suppose...)
Image

applies sobel filter to normal texture (inverse)
Image

paint effect
Image

combine both = borderland2 Lilith
Image

I still don't know the relation between .fx files, or whom might affect whom, so it will have different outcome if they are in different .fx, or in different priority.

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Tomoko
PostPosted: 01 Jul 2014, 20:45 
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*blah-blah-blah maniac*

Joined: 31 Dec 2011, 19:42
Posts: 504
Great job! Here are a couple with the paint shader and some color processing tweaks (paint radius increased to 3).

Image

Image

Trying to make it look like watercolor.

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PostPosted: 01 Jul 2014, 21:11 
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*sensei*

Joined: 05 Apr 2014, 10:29
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Location: Taiwan
Amazing!! You definitely caught the essence of water painting.

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PostPosted: 04 Jul 2014, 14:22 
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Joined: 23 Dec 2013, 16:04
Posts: 21
oo I gots competition :) Nice. I see we both generated "normals" from the depth info, we walk similar paths indeed..


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PostPosted: 04 Jul 2014, 15:19 
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*sensei*

Joined: 05 Apr 2014, 10:29
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Location: Taiwan
JezuesFitzroy
I'm just testing out some hlsl coding, and your works are well ahead then mine. I'm hoping you can release your files, that can save me a lot of effort figuring out stroke based rendering.

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PostPosted: 15 Jul 2014, 13:24 
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*sensei*
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Joined: 17 Apr 2014, 22:12
Posts: 404
Location: Schweden
Kingeric1992
I love that last shot in the first post. Can I try it please? :)

Edit: I didn't even see the link provided at the top... Im such an idiot sometimes.

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Last edited by Insomnia on 15 Jul 2014, 18:55, edited 1 time in total.

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PostPosted: 15 Jul 2014, 18:02 
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*sensei*

Joined: 28 Jul 2013, 23:26
Posts: 372
ooo we have texDepth in effect.txt nowadays? :) JOY!

texDepth opens up lots of fun possibilities... especially if you have original texture as well.

Gotta adapt my multipass sharpening to use texdepth as well so I can apply less sharpening on distant objects, should give superior results (more sharpening up close without making a mess off distant objects) :)


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PostPosted: 15 Jul 2014, 18:43 
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*sensei*

Joined: 30 Jan 2012, 13:18
Posts: 483
Lol texDepth in effect.txt is even in 0.075 back then, didn't you know that? :O


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PostPosted: 15 Jul 2014, 21:02 
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*sensei*

Joined: 28 Jul 2013, 23:26
Posts: 372
No, it would of been damn handy to know that. Wouldn't of had to beg to make texDepth available in enbbloom.fx. O well, know if now, can apply some math against it for sharpening.


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PostPosted: 15 Jul 2014, 22:11 
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*sensei*
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Joined: 17 Apr 2014, 22:12
Posts: 404
Location: Schweden
prod80
Depth based sharpening... Now that sounds interesting! :3

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