Line Art questions #126
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As a workaround, you can use darker-than-black line colors to compensate. For scaling your line based on distance, you might get better results at different FoVs and resolutions using pixel_world_size.
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Is sketch-like lines achievable with get_line simple or advanced? As far as I can see, the node only allows even strokes to be used. To add variation the code would need to be expanded as shown in freestyle strokes http://freestyle.sourceforge.net/doc/html/Stroke_8h-source.html Lets also add this here. |
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Hello, a few questions on using line art.
Here is another example where I mapped Z depth to match the character and used it to change the thickness. The narrower lines further away become less dark.

Is there any existing way to setup Relative line thickness, such as we have in Cycles ToonKit? If it can't currently be done, what is missing to be able to?
It is possible to get dotted or broken lines, especially with normal/angle based lines, where it doesn't consistently pick up an edge. Is there a way to prevent this, or to remove it? Perhaps a way to check neighboring pixels? This picture is set to 1 sample to make them easier to see. With multiple samples, they blur out a bit, but don't fully disappear. It especially causes issues if beveling the normals, as this effectively blurs these fragments and makes them even more visible.

What exactly is the difference between plugging my lineart node's output into line_width on the PixelOutput node and just using the lines as color, like this? (the mix is just to invert the color, otherwise the lines would be white.)

Thanks!
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