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	Comments on: Advanced Toon Shader &#8211; Extending Blender Internal	</title>
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	<description>Dedicated to Non-Photorealistic and Expressive Rendering</description>
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		<title>
		By: daveleitz		</title>
		<link>https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-146</link>

		<dc:creator><![CDATA[daveleitz]]></dc:creator>
		<pubDate>Wed, 08 May 2013 15:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1543#comment-146</guid>

					<description><![CDATA[ATS is good.  What about &#039;half lambert&#039; shading and view dependent specular?]]></description>
			<content:encoded><![CDATA[<p>ATS is good.  What about &#8216;half lambert&#8217; shading and view dependent specular?</p>
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		<title>
		By: Zauber Paracelsus		</title>
		<link>https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-142</link>

		<dc:creator><![CDATA[Zauber Paracelsus]]></dc:creator>
		<pubDate>Fri, 03 May 2013 16:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1543#comment-142</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-141&quot;&gt;thejikz&lt;/a&gt;.

Well, under cycles I had created a rather convoluted setup to allow me to recolor the eyes (including both the iris and pupil) while also handling glow for the eyes.


The recoloring was convoluted, but doable (and remains so under BI), but the glow I am not very certain about.  Under cycles, the glow was handled by using the emissive property.  But, because I was also using emissive for making a toon material, I had to divide the emissive in the compositor: reduce it by 0.5 and then double the result in order to get areas that have glow applied and how much glow.


The glow would be easier to do if I could pass custom channels into the compositor, so that I could then use those to apply a blurring/brightening effect directly.




Also, as another note with regard to freestyle (I may have posted this to you on Google+):  Freestyle doesn&#039;t account for alpha masking.  In my case, I had used a bent surface with an alpha-masked feather texture applied, and rather than drawing edges along the contours of the feather, it instead drew along the edges of the object geometry.


Actually, I think I should submit this freestyle issue to the bug tracker.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-141">thejikz</a>.</p>
<p>Well, under cycles I had created a rather convoluted setup to allow me to recolor the eyes (including both the iris and pupil) while also handling glow for the eyes.</p>
<p>The recoloring was convoluted, but doable (and remains so under BI), but the glow I am not very certain about.  Under cycles, the glow was handled by using the emissive property.  But, because I was also using emissive for making a toon material, I had to divide the emissive in the compositor: reduce it by 0.5 and then double the result in order to get areas that have glow applied and how much glow.</p>
<p>The glow would be easier to do if I could pass custom channels into the compositor, so that I could then use those to apply a blurring/brightening effect directly.</p>
<p>Also, as another note with regard to freestyle (I may have posted this to you on Google+):  Freestyle doesn&#8217;t account for alpha masking.  In my case, I had used a bent surface with an alpha-masked feather texture applied, and rather than drawing edges along the contours of the feather, it instead drew along the edges of the object geometry.</p>
<p>Actually, I think I should submit this freestyle issue to the bug tracker.</p>
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		<title>
		By: thejikz		</title>
		<link>https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-141</link>

		<dc:creator><![CDATA[thejikz]]></dc:creator>
		<pubDate>Fri, 03 May 2013 16:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1543#comment-141</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-138&quot;&gt;Zauber Paracelsus&lt;/a&gt;.

With this system, the nodes would get some improved features i think, being able to input new data types is the goal after all! I am curious what exact things you are thinking of? I am all for it myself!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-138">Zauber Paracelsus</a>.</p>
<p>With this system, the nodes would get some improved features i think, being able to input new data types is the goal after all! I am curious what exact things you are thinking of? I am all for it myself!</p>
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		<item>
		<title>
		By: Zauber Paracelsus		</title>
		<link>https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-140</link>

		<dc:creator><![CDATA[Zauber Paracelsus]]></dc:creator>
		<pubDate>Fri, 03 May 2013 16:04:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1543#comment-140</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-139&quot;&gt;Petr Utinek&lt;/a&gt;.

I suppose, just taking my time wrapping my brain around the way they work, lol.

I will note, however, that it seems much easier to create decals and such using BI compared to Cycles.  Doing it in cycles is quite convoluted, while with BI you can just hook up the underlying material as an input.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-139">Petr Utinek</a>.</p>
<p>I suppose, just taking my time wrapping my brain around the way they work, lol.</p>
<p>I will note, however, that it seems much easier to create decals and such using BI compared to Cycles.  Doing it in cycles is quite convoluted, while with BI you can just hook up the underlying material as an input.</p>
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		<title>
		By: Petr Utinek		</title>
		<link>https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-139</link>

		<dc:creator><![CDATA[Petr Utinek]]></dc:creator>
		<pubDate>Fri, 03 May 2013 15:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1543#comment-139</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-138&quot;&gt;Zauber Paracelsus&lt;/a&gt;.

nodes are good in BI too just split to more different layers as texture,nodes,material nodes in cycles they are all together]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-138">Zauber Paracelsus</a>.</p>
<p>nodes are good in BI too just split to more different layers as texture,nodes,material nodes in cycles they are all together</p>
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		<item>
		<title>
		By: Zauber Paracelsus		</title>
		<link>https://blendernpr.org/advanced-toon-shader-extending-blender-internal/#comment-138</link>

		<dc:creator><![CDATA[Zauber Paracelsus]]></dc:creator>
		<pubDate>Fri, 03 May 2013 15:35:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1543#comment-138</guid>

					<description><![CDATA[Personally, the main thing I&#039;d like to see with Blender Internal, which would help a lot with NPR, is to make the node editor more powerful.  I&#039;m slowly getting the hang of BI&#039;s node editor as I work on my web comic, but sadly it has fewer options and less power than the Cycles nodes do.]]></description>
			<content:encoded><![CDATA[<p>Personally, the main thing I&#8217;d like to see with Blender Internal, which would help a lot with NPR, is to make the node editor more powerful.  I&#8217;m slowly getting the hang of BI&#8217;s node editor as I work on my web comic, but sadly it has fewer options and less power than the Cycles nodes do.</p>
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