
Relative Z depth depending line thickness in Freestyle for Blender
1 year ago
Another test movie clip of Z depth depending variable line thickness. Drawing was done by Freestyle for Blender using a custom style module in which relative Z depth (i.e. a proportion of absolute Z depth to the difference between the maximum and minimum Z depth values in the scene) is translated into line thickness.
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One thing you could fix,though (which would increase the render time) is the clipping distance on the camera - things fade away pretty quick, and for the last video it's almost as though you are looking down a smoked, foggy tunnel, though I didn't originally get that idea.
And for the first clip (of the three video clips,) it looks odd as it fades into the distance because the line thickness verses the object thickness are not consistent, so the line gets thinner faster than the object does and causes the spiral whatcha-ma-call-it-thingy (the spiral boxes,) to appear to get lighter (towards the color white) near the fading point - and then they fade out too quick.
But I still love the work - especially the second two clips.
GREAT JOB, TAMITO!!!!!!
-b
minosafilms.wordpress.com/
I wonder if it is possible to make the strokes work with vector blur(vector pass) ?
delic, yes it is possible to make strokes blurred by vector blur composite nodes. Retouching renderred strokes by composite nodes is an interesting topic in general and there would be various artistic possibilities in that direction.
please, thanks!
blenderartists.org/forum/showpost.php?p=1268940&postcount=286
How to use: (1) Store the style module code into a file (say, relative_z_depth.py); (2) start Blender and enable the Freestyle renderer by turning on the Freestyle button in the Output tab of the Scene buttons (F10); (3) choose the style module file from within the Freestyle tab (to appear when the Freestyle renderer is enabled); and (4) render a scene (e.g., the default scene having a simple cube) by hitting F12 or pressing the RENDER button in the Render tab.