here link DiStraction
here link PG
Thank you bro
It’s somehow not beautiful
Gee, you Guys are having a slick conversation Not sure I can follow the vibes
Let me try:
"Here, check: Toon shader from NME. You can likely use as a base. For more info: @Lun "
It’s just two objects! Each object will have to make a black copy . this is not a solution
If so, may be you could explain us the technical meaning of ‘somehow not beautiful’
I’m not sure how to relate this to a method or even visual aspect.
try playing with the outlineWidth
ground.renderOutline =true;
ground.outlineColor = new BABYLON.Color3(0,1,0);
ground.outlineWidth = .005
@strelok93
I think it is the solution.
Furthermore you may want to try and fiddle with these settings:
ugly because the edges are open there
Ok, I think I got you now. You mean when the mesh has sharp edges, the outline does not follow the vertices (and makes a cut on the edges), yes?
This is a known issue with the outline that has been discussed here (among others)
You can quite easily solve it if you have a volume (like i.e. a cube), but the fix doesn’t work on a plane.
May be lower in the thread or in another/newer thread somebody has a solution for it.
Basically, the bug occurs when you don’t have soft edges.
I hope this helps and answers your question.
Meanwhile, have a great day
thank you very much for your advice. I appreciate it. But I think this is somehow solved with the help of post processes. for all objects. Now I’m studying shaders, if I solve the problem, I’ll let you know here
look for all active Meshes in the scene ( i think )
or just scene.meshes[i]
it’s an array