If anyone is interested, Im now running a TigSource devlog with concurrent project updates. Check it out! https://forums.tigsource.com/index.php?topic=71819
I’ve pretty much mastered Kernel work with Sobel Edge and can out of nowhere process the concept properly no matter what i’m working on. That’s good and all, but i’m now moving toward more advanced concepts.
I have a sobel edge solution, which defines the color (black or white) depended on if that line is in light or shadows. Sadly, that samples the color of whats behind the that sobel edge, which when that surface is in the shadow when the originating texel is in light, it’ll give the wrong color. Here is an example of the sobel edge sampling.
So you can see, the current way for how my lines are colored are…inaccurate, but I can’t figure out a way to sample the source kernel’s color for each pixel outline, or at least giving a more accurate read.
Below is a better example of how I’d like future outline work done, but it at least has a better read on what I want to do in term of getting the correct lighting information from the source’s texels when applying to the edges.
Is this possible? Or will I need to rethink everything to get everything to look properly?
For a better idea of my visual goals and inspiration, check out Obra Dinn. It properly displays each edge pixel based on lighting…and haven’t seen any information surrounding the development that could lead me at least in the simplest of directions besides “SOBEL EDGE”.