PainterMan integrated into Celulight

I found a stu­pid lit­tle bug in this morning’s build of Celu­light, but it was a sim­ple fix.

Nonethe­less, please down­load the lat­est ver­sion!

PainterMan

And here’s a lit­tle sur­prise for every­one: In a moment of inspi­ra­tion, I added my old Ren­der­Man shader Painter­man to Celu­light!

Painter­Man is seam­lessly inte­grated into Celu­light. Sim­ply select a paint sam­ple tex­ture like the one on the left and Celu­light ren­ders your image in a non-​​photorealistic painterly style.
All sorts of dif­fer­ent effects are think­able, as you can cre­ate new paint sam­ples your­self and even ani­mate them.

For test­ing pur­poses, Celu­light comes with a few paint sam­ples. But there’s really no limit as to the style’s you can pro­duce; Pho­to­shop’s Artis­tic and Brush Stroke fil­ters are usu­ally a good start­ing point.

Deepening the canvas

My con­tin­ued research on painterly ren­der­ing tech­niques is begin­ning to bear fruits: Painter­Man, a NPR Ren­der­Man shader, has been rewrit­ten from scratch and now works prop­erly on any sur­face using a new and thor­oughly opti­mized algo­rithm that pro­vides much more con­trol over the look.
Sublte dis­place­ment cre­ates the illu­sion of paint strokes. Sup­port for shad­ows and mul­ti­ple light sources of any type has also been added. To my amaze­ment it works best at high shad­ing rates in ranges of 1001000, whereby the time to ren­der a frame has gone down a lot more than I could have achieved through code opti­miza­tion alone.

As a mat­ter of fact, this algo­rithm pro­duces a look so dif­fer­ent from the last ver­sion that I decided to keep the old shader along­side the updated one, sim­ply renam­ing the new ver­sion to Painter­Man II. Surely both can prove use­ful for dif­fer­ent objects in my film.

Here’s a sam­ple of what it looks like in a rough test scene:

That’s not all I’ve been up to lately… I have another NPR project cook­ing for use in Sleep­ing Dragon: Disney’s Deep Can­vas tech­nol­ogy looks mighty impres­sive, but there’s very lit­tle tech­ni­cal infor­ma­tion or even doc­u­men­ta­tion avail­able on the net. A SIGGRAPH paper from 2003 proved some­what insight­ful, but lacks detail here and there — not much of a sur­prise, of course Dis­ney doesn’t want to give away its trade secrets just like that.

From what I gather, it should be pos­si­ble to cre­ate a sys­tem sim­i­lar in look to Deep Can­vas using only stan­dard pro­grams and a lit­tle script­ing. Alas, I don’t have the time nor desire to cre­ate a fully work­ing imple­men­ta­tion just for my short movie, so I’ll have to make do with a lit­tle hack, if at all.
As it stands, only few scenes in Sleep­ing Dragon would gain from a sys­tem like this, so it’s not my main focus to get this run­ning at the moment. I’ll keep work­ing on it along­side the film and post updates if any­thing note­wor­thy comes about.

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… Read more »