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	<title>
	Comments on: Freestyle: Textured Stroke	</title>
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	<link>https://blendernpr.org/freestyle-textured-stroke/</link>
	<description>Dedicated to Non-Photorealistic and Expressive Rendering</description>
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		<title>
		By: Light Bwk		</title>
		<link>https://blendernpr.org/freestyle-textured-stroke/#comment-170</link>

		<dc:creator><![CDATA[Light Bwk]]></dc:creator>
		<pubDate>Sun, 02 Feb 2014 15:56:00 +0000</pubDate>
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					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/freestyle-textured-stroke/#comment-169&quot;&gt;pKrime&lt;/a&gt;.

Common goals are nice. Feel free to PM me via FB for details. There are few npr discussion threads that might be of your interest. https://www.facebook.com/Lightbwk]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/freestyle-textured-stroke/#comment-169">pKrime</a>.</p>
<p>Common goals are nice. Feel free to PM me via FB for details. There are few npr discussion threads that might be of your interest. <a href="https://www.facebook.com/Lightbwk" rel="nofollow ugc">https://www.facebook.com/Lightbwk</a></p>
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		<item>
		<title>
		By: pKrime		</title>
		<link>https://blendernpr.org/freestyle-textured-stroke/#comment-169</link>

		<dc:creator><![CDATA[pKrime]]></dc:creator>
		<pubDate>Sun, 02 Feb 2014 15:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1828#comment-169</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://blendernpr.org/freestyle-textured-stroke/#comment-168&quot;&gt;Light Bwk&lt;/a&gt;.

Hi Light Bwk, thank you for your valuable explanation, it helps making sense. I would like to find a way to tame such unpredictable behaviours in the future, yet right now I can&#039;t figure how! :)
I read the BEER proposal on your wiki page, while most of my development efforts are focused on stroke rendering, I think there is room for common goals, so I&#039;m looking forward to join forces in the blender npr development.


cheers!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://blendernpr.org/freestyle-textured-stroke/#comment-168">Light Bwk</a>.</p>
<p>Hi Light Bwk, thank you for your valuable explanation, it helps making sense. I would like to find a way to tame such unpredictable behaviours in the future, yet right now I can&#8217;t figure how! 🙂<br />
I read the BEER proposal on your wiki page, while most of my development efforts are focused on stroke rendering, I think there is room for common goals, so I&#8217;m looking forward to join forces in the blender npr development.</p>
<p>cheers!</p>
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			</item>
		<item>
		<title>
		By: Light Bwk		</title>
		<link>https://blendernpr.org/freestyle-textured-stroke/#comment-168</link>

		<dc:creator><![CDATA[Light Bwk]]></dc:creator>
		<pubDate>Sun, 26 Jan 2014 23:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://blendernpr.org/?p=1828#comment-168</guid>

					<description><![CDATA[Kr Derivative Epsilon is final condition to draw lines (for sil and sc), based of view (at zero it is detecting zero crossing or a value approaching zero in face curvature, tangent view). Sphere Radius is the surface curve radius to approx local curvature, also a condition (for sc and rv), when zero the curvature is big means 1 radius can get a line, when in other values multiple radius are calculated for the same curvature. Both conditions when fulfilled, draw lines. They are literally what they means in the attached PDF via the wiki. To work with them, you need to make range to see the different output, as suggested on page 46. Most users won&#039;t see and feel any benefit from them, as line types Suggestive contour and Ridge and valley are very unpredictable. One thing is for sure, when both value non zero, viewmap calculation time will increase.]]></description>
			<content:encoded><![CDATA[<p>Kr Derivative Epsilon is final condition to draw lines (for sil and sc), based of view (at zero it is detecting zero crossing or a value approaching zero in face curvature, tangent view). Sphere Radius is the surface curve radius to approx local curvature, also a condition (for sc and rv), when zero the curvature is big means 1 radius can get a line, when in other values multiple radius are calculated for the same curvature. Both conditions when fulfilled, draw lines. They are literally what they means in the attached PDF via the wiki. To work with them, you need to make range to see the different output, as suggested on page 46. Most users won&#8217;t see and feel any benefit from them, as line types Suggestive contour and Ridge and valley are very unpredictable. One thing is for sure, when both value non zero, viewmap calculation time will increase.</p>
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