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Cel Shading

Started by May 28, 2002 06:05 PM
24 comments, last by Cosmic One 21 years ago
quote:
Original post by a person
actually, npr techniques are ussually more difficult because you are basing them on a surreal enviroment thus require artistry to do correctly. furthermore, since the real world is already defined pretty celarly and what many gamers unfrotunatly are looking for, video cards are optimized for "realistic" shading and effects. cell shading is more intensive to the card then doing normal "realsitic" shading. things like pnecil skecth style require even more horsepower. the farther you go from the traditional render techniques the more the video card and cpu will work.



In some cases NPR techniques (like pencil sketch) are more difficult than photorealistic techniques, but cel shading is generally easier to implement (and especially easier on the graphics card) than bumpmapping or stencil shadows. It is a more difficuly technique than just putting a texture on a model and doing some vertex lighting though.

quote:
Original post by a person
it seems easier because you have less to simulate. for instance shadows can be simple, there may be no need of soft shadows in your world. though by the same token, shading the models (with cell shading) may require mulitple textures to handle lighting properly. since you can use the traditional light calculation methods, which modern cards accelerate.


Once again, I was talking about more advanced photorealistic techniques (per-pixel lighting, etc.) Stencil shadows are a multipass technique, bumpmapping requires more than one texture, as do a lot of realistic lighting techniques, even lightmapping. Cel shading doesn't necessarily need any more than a single 1D texture.

quote:
Original post by a person
dont get me wrong, uber realism is difficult as well, but you have more of a fudge factor because the brain while noticing the missing details, will also fill them in. npr techniques ussually rely on this to a further extent and will play with perception in many cases to acheive the look.

trust me, soft shadows is nothing compared to a water color painted world. a pencil sketch world is also mighty difficult. though most npr techniques mimic some form of real world stylized art, thus thankfully have some way of defining them.

now the funny somewaht contradictory statement. this is not to say npr techniques are always more diffiuclt then "realistic" techniques. just that they require more creativity, and you must "fight" with the video card a bit because of what they are designed to render.


I agree with the creativity part, but I wasn't really talking about general npr (which includes pencil sketches, water color, oil painting, etc.), just cel shading (probably the easiest of all NPR techniques.) Generally it's easier on both artists and programmers to make some look cartoony than it is for them to make it look real. Also you can get away with a lot more things if you use a cartoon rendering style. This is true not only in games, but in animation and comic books also.

[edited by - impossible on May 29, 2002 1:13:05 PM]
I''m not sure if I really like it. I admit I''m getting a bit sick of gray-n-brown textures and underlit levels, but I haven''t been to thrilled with cel shading, either.

Every example I''ve seen so far looks very boxy (in at least half the areas.) To me it highlights the fact that the models are made of a lot of triangles. People usually draw curves, not lines. I also like a gradiation in colors for the objects that are supposed to look softer, something I''ve only seen in screenshots of the DareDevil game that''s in development.
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Those DareDevil shots are all mockups btw. The final game probably won''t look like that.
I was afraid of that. At least they want to try something other than "flat", though.
I''d love to see a cell shaded game with graphics like Spirited Away

http://www.imdb.com/gallery/ss/0245429
As with any other key technique in a game, it works well in certain situations and badly in others. It worked well in XIII; it worked badly in Zelda (according to most people, it seems).

I''ve got a game design which requires a ''claymation'' look and feel; that look and feel is completely suited to the game. Photorealism would ruin it. It''s just the same with any other graphical style.

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

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I''m not sure if cell shadding is the answer. But I''d like to see games that looked and felt like anime rather then cartoons.

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Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document


Cell shading is nice, I still don''t like the combination of low res textures and cell shading though.
it is great when appropriate.
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
depends how you want to use it,

in "kidgames" such as superman the cellshading is perfect, mainly because the game does have alot of physical violence and the cellshading kind of dims this effect (this is a kid-orientated game, afterall). as for XIII , the cellshading is what made me pick the box up in the first place, so that was pretty clever of ubisoft =)

however, cellshading can get on your nerves after a while so I prefer it when in games that are aimed @ a younger audience

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Catteeuw Pieter-Paul

MUST.FIGHT.LAZYNESS. ah screw it...
*leans back an falls to sleep*

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