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Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [1]
Cartoon rendering, also called cel shading or toon shading, is a non-photorealistic rendering technique used to give 3D computer graphics a flat, cartoon-like appearance. Its defining feature is the use of distinct shading colors rather than smooth gradients, producing a look reminiscent of comic books or animated films.
Printable version; In other projects ... This is a list of video games that use the technique of cel shading, ... Arcane Kids: 2012 See also
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A tone is produced either by mixing a color with gray, or by both tinting and shading. [1] Mixing a color with any neutral color (including black, gray, and white) reduces the chroma , or colorfulness , while the hue (the relative mixture of red, green, blue, etc., depending on the colorspace) remains unchanged.
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.
There are various techniques of shading, including cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lines are, the lighter the area appears. Powder shading is a sketching shading
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