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Plastic Tool creates black contour #1249

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sfepa opened this Issue Jun 3, 2017 · 13 comments

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@sfepa

sfepa commented Jun 3, 2017

Plastic Tool creates black contour around mesh. The bug appears for both raster and vector layers, and "premultiply" option (for raster +plastic tool) doesn't solve the problem.
ot_issue
how it appears - https://youtu.be/vaG4q1cW77Y

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falls2lawrence Jun 4, 2017

the effect erode/dilate in the matte sections does a good job of removing the added black color.

falls2lawrence commented Jun 4, 2017

the effect erode/dilate in the matte sections does a good job of removing the added black color.

@turtletooth turtletooth added the Bug label Jun 6, 2017

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sfepa Jun 13, 2017

the effect can be used sometimes, but unfortunately it is not a solution ( this character was made in one Level and all the elements are placed together with the mesh tool, but erode/dilate affects only the outer contour, and since the nose and arms are overlapping the body, the effect can do nothing with this..)
Actually it is a problem with blending in OT , because the exported png with alpha gives the same dark stroke and it is pain for motion designer when he puts all the parts together :) hope this issue will be fixed soon/

sfepa commented Jun 13, 2017

the effect can be used sometimes, but unfortunately it is not a solution ( this character was made in one Level and all the elements are placed together with the mesh tool, but erode/dilate affects only the outer contour, and since the nose and arms are overlapping the body, the effect can do nothing with this..)
Actually it is a problem with blending in OT , because the exported png with alpha gives the same dark stroke and it is pain for motion designer when he puts all the parts together :) hope this issue will be fixed soon/

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falls2lawrence Jun 13, 2017

For anyone stumbling upon this looking for "a solution"/workaround in this exact situation.
until the nice folks developing this software fix the issue, breaking your body parts onto different columns can be done in just a few clicks (clone cell, delete unwanted parts, repeat) and allows you to use the erode effect which gets rid of the line. or go "old school" with a patch, a skin colored blob, on a new column that covers the unwanted line.

falls2lawrence commented Jun 13, 2017

For anyone stumbling upon this looking for "a solution"/workaround in this exact situation.
until the nice folks developing this software fix the issue, breaking your body parts onto different columns can be done in just a few clicks (clone cell, delete unwanted parts, repeat) and allows you to use the erode effect which gets rid of the line. or go "old school" with a patch, a skin colored blob, on a new column that covers the unwanted line.

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snapai Dec 17, 2017

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This bug is still happening on the current version of OT/OTX. Erode/Dilate is not really an option since I have 30-40 plastic layers involved in this scene.
image

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snapai commented Dec 17, 2017

This bug is still happening on the current version of OT/OTX. Erode/Dilate is not really an option since I have 30-40 plastic layers involved in this scene.
image

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falls2lawrence Dec 19, 2017

Increasing the mesh margin out beyond your art work when creating your mesh (to say 10 or 20) reduces this darkening effect.
setup the erode for one of your columns then copy and paste into the connections of other columns that need this effect. most likely it wouldn't even take a minute to do 30 or 40 columns using this copy/paste route.
but when all is said and done, I'd be happier if this "halo" didn't exist. I limit myself to one plastic tool application per character. for how elaborate this rig seems to be, you could probably getaway with not using the plastic tool as heavily as you are.

falls2lawrence commented Dec 19, 2017

Increasing the mesh margin out beyond your art work when creating your mesh (to say 10 or 20) reduces this darkening effect.
setup the erode for one of your columns then copy and paste into the connections of other columns that need this effect. most likely it wouldn't even take a minute to do 30 or 40 columns using this copy/paste route.
but when all is said and done, I'd be happier if this "halo" didn't exist. I limit myself to one plastic tool application per character. for how elaborate this rig seems to be, you could probably getaway with not using the plastic tool as heavily as you are.

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Orphanlast Dec 20, 2017

Yeah, this is something that really needs some love.

Orphanlast commented Dec 20, 2017

Yeah, this is something that really needs some love.

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Orphanlast Jan 14, 2018

Why hasn't this recieved any donations? Seriously? This has been here forever and I'm sure there's plenty of people that use the plastic tool and cutouts on a regular basis. Seeing as my workflow currently doesn't utilize cutouts, I don't see a need FOR ME to donate. But there's gotta be a demand for this.

I reported this in my Opentoonz News video today. Hopefully that will get people gravitating towards giving a donation.

Orphanlast commented Jan 14, 2018

Why hasn't this recieved any donations? Seriously? This has been here forever and I'm sure there's plenty of people that use the plastic tool and cutouts on a regular basis. Seeing as my workflow currently doesn't utilize cutouts, I don't see a need FOR ME to donate. But there's gotta be a demand for this.

I reported this in my Opentoonz News video today. Hopefully that will get people gravitating towards giving a donation.

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snapai Jan 14, 2018

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snapai commented Jan 14, 2018

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Orphanlast Jan 14, 2018

I saw it just today, like around 3AM
EDIT:
actually, I'm so tired, I think it might have been in today's Opentoonz News video

Orphanlast commented Jan 14, 2018

I saw it just today, like around 3AM
EDIT:
actually, I'm so tired, I think it might have been in today's Opentoonz News video

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Orphanlast Jan 14, 2018

Nope. That was this page. Here... let me see if I can find it

Orphanlast commented Jan 14, 2018

Nope. That was this page. Here... let me see if I can find it

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jpturcotte Jan 14, 2018

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Won't PR #1726 fix this, @shun-iwasawa?

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jpturcotte commented Jan 14, 2018

Won't PR #1726 fix this, @shun-iwasawa?

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shun-iwasawa Jan 16, 2018

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I found that the black contour appears because as follows:

  • The plastic-deformed images are unpremultiplied before being stored in the texture. ( TRop::depremultiply is called here for camstand mode and here for render mode)
  • The texture is linear-interpolated on rendering. ( set in here )
  • The black contour appears at the border of the image because for now the interpolation is computed between colored pixel and full-transparent pixel. For instance, interpolation between red pixel (R255, G0, B0, A255) and full-transparent pixel (R0, G0, B0, A0) will be (R128, G0, B0, A128) - which will cause dark contour.
  • The problem can be fixed by "expanding" border color before storing the raster - then the interpolation will become between red pixel (R255, G0, B0, A255) and RED-transparent pixel (R255, G0, B0, A0). Then it can get the ideal interpolated color (R255, G0, B0, A128) at the border.
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shun-iwasawa commented Jan 16, 2018

I found that the black contour appears because as follows:

  • The plastic-deformed images are unpremultiplied before being stored in the texture. ( TRop::depremultiply is called here for camstand mode and here for render mode)
  • The texture is linear-interpolated on rendering. ( set in here )
  • The black contour appears at the border of the image because for now the interpolation is computed between colored pixel and full-transparent pixel. For instance, interpolation between red pixel (R255, G0, B0, A255) and full-transparent pixel (R0, G0, B0, A0) will be (R128, G0, B0, A128) - which will cause dark contour.
  • The problem can be fixed by "expanding" border color before storing the raster - then the interpolation will become between red pixel (R255, G0, B0, A255) and RED-transparent pixel (R255, G0, B0, A0). Then it can get the ideal interpolated color (R255, G0, B0, A128) at the border.
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