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	<title>Independent Developer &#187; raytracing</title>
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		<title>Fake Toon Outlines</title>
		<link>http://www.independentdeveloper.com/archive/2008/05/07/fake-toon-outlines</link>
		<comments>http://www.independentdeveloper.com/archive/2008/05/07/fake-toon-outlines#comments</comments>
		<pubDate>Wed, 07 May 2008 19:23:44 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[ac3d]]></category>
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		<category><![CDATA[computer graphics]]></category>
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		<category><![CDATA[non-photorealistic rendering]]></category>
		<category><![CDATA[raytracing]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[toon shading]]></category>
		<category><![CDATA[tricks]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=94</guid>
		<description><![CDATA[Here&#8217;s a fun one! Ever wanted to re-create the look of heavy &#8220;toon&#8221; outlines, but didn&#8217;t have a shader for it? Believe it or not, there&#8217;s an easy way to fake it using fixed-function only. Here&#8217;s how to do it: Make sure all your surface normals are unified (facing outwards) and your polygons are set [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a fun one! Ever wanted to re-create the look of heavy &#8220;toon&#8221; outlines, but didn&#8217;t have a shader for it? Believe it or not, there&#8217;s an easy way to fake it using fixed-function only. </p>
<p align="center"><a href="/images/faketoon.jpg" rel="lightbox" title="Fake Toon Shading"><img src="/images/faketoon_thumb.jpg" /></a></p>
<p><strong>Here&#8217;s how to do it:</strong></p>
<ul>
<li>Make sure all your surface normals are unified (facing outwards) and your polygons are set to 1-sided</li>
<li>Make a copy of your object and resize it so it is ever-so-slightly larger than the original</li>
<li>On the copy, set the surface material to black</li>
<li>Invert the surface normals </li>
</ul>
<p>That&#8217;s it! Nifty, eh? The method&#8217;s not perfect&#8211;for best results, stick to convex objects&#8211;but it&#8217;s great for quick renders and on limited hardware platforms where shaders aren&#8217;t an option.</p>
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