Painterly rendering

You may have noticed my stud­ies on NPR ren­der­ing tech­niques, some of which are on dis­play in my Play­ground. On this project I’ll finally be able to make use of many, if not all, of the tech­niques I’ve been devel­op­ing. For Bagel 2 I had var­i­ous rea­sons to go with the more com­mon (yet eas­ier to pro­duce) semi-​​realistic style… but not this time, here it’s car­toon all the way!!

PainterMan

One of my favorite tech­niques is “Painter­Man”, a Ren­der­Man shader I named after the nat­ural and painterly images it pro­duces. I’ve improved some fea­tures today to per­haps apply it on a char­ac­ter in my short film.
For test­ing pur­poses I’ve ren­dered the “Stan­ford Dragon”, play­ing with var­i­ous set­tings in Painter­Man to sim­u­late dif­fer­ent artis­tic styles. Note that all these images come straight from the 3d ren­derer, in this case 3delight, which is to say there’s absolutely no fil­ters, plug-​​ins or other foul trick­ery in post involved…

The algo­rithm is based loosely on ideas out­lined in “A Painterly Approach to Human Skin” by Matt Kaplan but with a few extra bells and whis­tles, for exam­ple an addi­tional mode to sim­u­late water­col­ors. The col­ors are deter­mined by a tex­ture map that acts sim­i­lar to an envi­ron­ment map in that the color is cho­sen accord­ing to the angle that light falls onto the sur­face. This can become a prob­lem: Dur­ing cam­era move­ment, the tex­ture tends to “crawl” all over the sur­face, some­thing I’ll need to work on before I can incor­po­rate the shader in production…