This can be accomplished by using Freestyle and Freestyle Edge Marks.
Assuming you already have a model that you would like to render using this style, select it and switch to edit mode (Tab). Deselect all vertices (Alt+A).
Next you need to select all edge loops that you should appear in the rendered image. Edge loops can be ...
Yes, it's possible. I mostly render my freestyle stuff on a separate Freestyle-Renderlayer and recombine it with the ordinary one in the Compositor. If you just want to rerender your FreeStyle strokes you can just render the Freestyle Renderlayer.
I've only done it in Cycles so far, so the following is only for Cycles.
To separate it:
Activate Freestyle ...
So you want freestyle on the plane but not the plane :)
This is very easy to do. Add the plane to an object group. Select it and press CtrlG.
Now in the Scene tab of the Properties panel scroll down to the "Freestyle Line Set" section, and add Group to the "Selection By:" setting. (outlined in red in the image below)
Set the group you made earlier as the "...
Solution: Use a freestyle line modifier
For your scene I'd recommend using the Distance from Camera modifier on Alpha of the freestyle lines found in the Linestyle panel. The hack is to choose the same value for Range Min and Range Max. This will draw a sharp distinction between the 'close' and the 'far' objects in view.
With two line sets (one for the '...
Apart from smoothing the mesh with Subsurf,
you could also try adding a Bezier Curve Modifier to the Geometry of the Line Style:
You can also tweak the result by adjusting the chain angles:
Freestyle is applied after the actual render, so the short answer is: no, you have to work with post processing (maybe filtering the freestyle edges with a Kirsch filter and apply the blur only to that portion of the image).
But, you might be able to fake something using the "Distance from camera" modifiers in freestyle. This modifier can be applied to ...
As of 2.76, blender freestyle still does not detect edges at intersections, see docs:
No edges at face intersection are detected yet.
A workaround is to create some extra edge (small face, invisible in the final render) on top of the actual intersection. It's not clean, but it somehow works. (note that the edge in the image below is a bit exaggerated. It ...
Yes, it is possible. Here is how:
First change the Line Thickness parameter under Properties tab > Freestyle to Relative (1)
Next go to the Render layers properties, or just click the icon in the Freestyle panel (2). Then go to the thickness tab (3), and then Add a Distance from Camera modifier (4) .
You then have to check the invert box (5) to that the ...
In your render settings enable freestyle.
Under render layers add a freestyle line set.
The line thickness is a quick way to adjust the size of the line drawn. For more control over what edges are used to draw lines and how the lines are drawn, you will need to look through the freestyle documentaion.
The perfect way to ensure the expected edge to be lined is by using Freestyle marks:
Select all edges you want to draw as edges, CtrlE > Make Freestyle Edge;
Only toggle Edge Mark in Freestyle Line Set panel. As shown below:
Disable everything else
As you thought, ther are lots of things you can avoid to render if you are looking for just the freestyle edges.
You just have to disable all the elements you can find in the Include section of the Layer panel you can find in the Render Layers tab (except Freestyle obiuvsly, if you are using Blender Render)
According to the wiki article Textured Strokes the Use Tips option is available when Along Strokes mapping is used:
Along Strokes Means that the texture will be drawn along the stroke length, making it possible to mimick pencil or brush marks.
However by default it won't really make any much difference:
The option depends on spacing between strokes ...
Yes, you can do this easily from the Freestyle settings. Blender/Freestyle gives you a lot of control. The parameter you want to change is QI Range. This specifies a range of face occlusion to render strokes for. So if you have a cube like in the example below you would set the range Start at 1, and End at 1 or higher and that would render strokes for the ...
You can exclude Freestyle lines on a per-edge, per-face, or per-object basis.
For edge-by-edge exclusion, you first mark specific mesh edges using Freestyle Edge Mark, and then use the Selection by Edge Types options in combination of the Exclusion flag.
By the same token, you can mark mesh faces using Freestyle Face Mark, and use the Selection by Face ...
The Distance modifier scope is to control the line's thickness with its distance from camera. The main parameters are four:
Range Min: the distance of the camera's nearest object from the camera itself
Range Max: the distance of the camera's fartest object from the camera itself
Value Min: the bottom value of the graph
Value Max: the top value of the graph
Try the following:
Make the mesh smooth (I guess this has been already done in your scene).
Enable the Face Smoothness option in Properties > Render Layers > Freestyle.
A detailed explanation of these settings can be found here.
In Edit Mode select the edge and Mark Freestyle Edge Ctrl+E,F
In the Properties window > Render Layers > Freestyle Line Set:
Enable Logical AND.
Enable Edge Mark and the (Exclude Edge marks) X button next to it.
To connect the nodes smoothly, all that's needed is to (CtrlE > Edge Data) mark Freestyle edges on a low-poly version of your curved surface, as you appear to have done, and then assign a Subdivision Surface modifier with Catmull-Clark interpolation. (The newly generated faces and their sides are not visible to Freestyle, unless you apply the modifier, and ...
Various aspects of a Freestyle Line Style can be given modifiers, including the Alpha of the stroke.
The modifiers available to Alpha include Distance From Object. (In this example, the blue empty):
Which, with settings like this:
Can get a result like this:
You can use the Blender OpenGL viewport rendering for this.
Go to edit mode, activate edge-select and Z-Clipping:
Go to User Preferences, System, then disable all lights and make the final one black (color and specular, in my screenshot, only the specular ones are set to black).
Go to the Theme settings, 3D View and set selected edges to white and ...
This is now in master, and will be in 2.72.
This is possible using this experimental patch, which may be included in master eventually.
Currently if you want to test it, you'll have to build blender yourself, or try and find a prebuilt version on a site like graphicall.
No, freestyle is not yet supported in Cycles (and I'm not sure it ever will be directly supported). You could work around the issue by using render layers and grabbing only the freestyle pass from BI:
Then mixing it with the Cycles pass in the compositor.
A simple python script can turn them all on/off
for object in bpy.data.objects:
if object.type == 'MESH':
for edge in object.data.edges:
edge.use_freestyle_mark = True
#show the marked edges
object.data.show_freestyle_edge_marks = True
Just paste this into the text editor, and press the hotkey ALTP, or ...
I'm fairly certain that Freestyle is a post-process type of render which means that when it happens it's more like what happens in the Compositor or Photoshop/Gimp.
Even though the depth buffer can be captured as a flat image to help with 3D reconstruction,
when you add detail to a flat rendered image like this, there is no information available for the ...
Sadly this is not possible by default, however here is an effective workaround
Under the Render Layers tab there is a checkbox that enables/disables it for that layer. And no, this does not render the Freestly pass if you just set it by itself on a new render layer.
Using this we will be able to (with come complex compositing) get just the Freestyle pass.
The source of the problem is that Freestyle view map has (can see) the smoke domain geometry. This is a typical problem. Transparent mesh like glasses can be solved with the same method.
Put torus, cone and sphere on a new render layer (mesh on layer 1). This render layer will be rendered with freestyle.
Isolate the smoke domain cube to another render layer ...
Visibility is computate without considering textures alpha.
From the a Blender reference manual's page on the topic, one of the known limitation is:
Transparent faces are treated as opaque faces
Blender is currently (2.76b) not able to distinguish transparent surfaces from opaque surfaces, I would guess it will unlikely be able to use the alpha channel ...
The contour lines are genuine mesh edges auto-generated by a Blender/Python script as described in the following blog post:
Blenderyard: Contour Lines as in Maps
The script implements a new operator named 'Slices'. Put the script into a text datablock in Blender and run it by pressing the 'Run Script' button, and the operator will be registered. If you ...