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Making prerendered short animations?

03 June 2015 16:22 #2643
Hello!

Can b4w be used for making animation and render then into images later?
Does b4w supports cell-shading?
03 June 2015 16:57 #2647
Hello, and welcome to the forum!

Can b4w be used for making animation and render then into images later?
Blend4Web is a real-time render engine. So we didn't aimed at animated images creation. Thus, we don't have any API related to this task. Anyway, you can always create GIF-animations or record a set of PNG images with some third-party software.

But could you please tell why is there such a task? Aren't Blender Internal or Cycles better choices for these needs?

Does b4w supports cell-shading?
Currently we don't have some special tools for cartoonish rendering. In Blender this effect can be achieved with Toon Diffuse and Toon Specular shading. We have supported only specular toon for now, but in the nearest releases Toon diffuse will also be supported.
Blend4Web developer
03 June 2015 18:14 #2651
The idea is to use a real-time render, etc to use the tech from the game engines in order to save the render times. The WebGL, blend4web have got quite a lot of nice and cool features, that if used together can make a nice machinima.
03 June 2015 18:44 #2652
Ответ на сообщение пользователя Akira_san
The idea is to use a real-time render, etc to use the tech from the game engines in order to save the render times. The WebGL, blend4web have got quite a lot of nice and cool features, that if used together can make a nice machinima.
I see. Actually, this is a pretty nice idea. We'll think if it is possible to implement such functionality in Blend4Web natively.
By the way, our artists are already using something that you have described in tutorials. For example, the first image in this article was created in similar manner. They use NLA or simple animation to bring some life to the scene and then run some screen-recorder to transform it all to GIF-animation.
Blend4Web developer
04 June 2015 16:36 #2673
Sounds great. One more question, is there a limit when it comes to number of polygons on screen?
04 June 2015 16:42 #2674
Ответ на сообщение пользователя Akira_san
Sounds great. One more question, is there a limit when it comes to number of polygons on screen?
Polygons count is not the main limiting factor nowadays. What really matters is the number of draw calls which is defined by how many dynamic objects are present on the scene or how many different materials are used. You can check this info by opening your scene in the debugging Viewer Application. Just start the development server, export your scene to some place inside SDK and turn on Run in Viewer flag.
Blend4Web developer
05 June 2015 17:43 #2681
Thx for the explanation.
 
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