I'd like to know how to do stylized shading.
I came across this article (PDF format):
http://home.postech.ac.kr/~sionson/cs499/r...20Animation.pdf
(I found the paper on this page:
http://www.cs.berkeley.edu/~eden/npr/meeting/index.html
which has various interesting toon-related ideas. Here is also a link to the abstract/summary )
Anyway, I'd like to know if this can somehow be done with Hash AM as is, perhaps even through a post-processing effect, or else if someone might consider even creating a custom shader plugin for it. They seem to explain the math involved for that purpose. (Do either Andy Whittock or Marcel Bricman still do plug-ins? Perhaps they might see this as an interesting or worthwhile project.)
I'd wonder if this approach could even be used on shadows and depth-shading to slightly distort them, to make toon-rendering look a little less rotoscoped, as it sometimes tends to do.
The thing is that at least shadows are renderable separately, so at least that might help in post-processing them. But specular highlights aren't renderable separately, so I'm assuming it might require a custom-made plugin to do this vector-field modification/stylization of highlights.
Stylized highlights seem like a cool way to make an object look more authentically like toon/anime instead of like a rotoscope of a 3D object. Particularly if you were rendering a mech, car, motorcycle, etc with metallic surface, your stylized highlights would make it look cooler, imho. Or even just glass window panes, windshields -- or what about the highlights specific to anime eyes?
Can anyone comment on the feasibility of what I'm talking about?
