Game Development Reference
In-Depth Information
the Bilateral Blur effect that we discussed in Chapter 4. The bad
news is that soft, fuzzy blurs like those we fi nd in the Bilateral Blur
effect aren't really very cartoon-like. Like Bilateral Blur, the Radius
value determines the amount of blur, and the Threshold value
determines how the effect defi nes an edge. A lower Threshold
value retains more details, while a higher Threshold value further
simplifi es and smoothes areas of colors.
In the Fill area, you can do a lot to quickly create a cartoon-
like look. This is my favorite area of the effect. Reducing Shading
Steps posterizes the image further and creates fl atter areas of
color. Decreasing Shading Smoothness creates even harder lines
between colors. Figure 17.13 shows an example with the two val-
ues in the Fill area signifi cantly reduced. The cement path looks
especially cartoon-like.
Figure 17.13 Reducing the
values in the Fill area simplifi es
color areas.
In the Edge area, enhance the Threshold property to increase
the amount of edges that are covered in an outline. You can also
adjust its width, softness, and opacity and fi ne-tune edges with
the properties in the Advanced area (Fig. 17.14).
I have a love/hate relationship with the Cartoon effect. I love
the way that vector art looks (and, by implication, what the
Cartoon effect is trying to do), but I really have a tough time get-
ting the Cartoon effect to look even half way decent. The Cartoon
Final comp contains my best attempt at an actual cartoon look.
First, I started with some video footage of Mt. Rainier
(Fig. 17.15 ).
I then added the Levels effect to help bring out contrast, so
that the Cartoon effect would have an easier time detecting edges
(Fig. 17.16 ).
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