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I tried to replicate this in Unity, and damnnn 🤯
1,623,133 views • 4 months ago •via X (Twitter)
37 Comments

I beleive you could serve to make the head a little bit scaled up when it flattens maybe about 10-15%

I might add another slider for that if that becomes too obvious. The reason it became smaller was that I was using a high FOV (100) to showcase the effect. Otherwise, they look normal on a normal FOV (50-60)

This is so cool man, is it by using lattice deform or something?

it’s distorting the mesh in screen space via vertex shader, the effect was just masked to the head area

definitely must have feature for anime style

The character feels more "illustrated' and less like a 3d model with the flat head. So fascinating.

Actually kinda wild that flattening it makes it look MORE 3-dimensional

is this kinda the same as making the the FPS arms flat so they dont clip through walls ?

exactly!

How do you keep the ponytail at the right depth. I feel it should be clipping the jacket when this effect is applied. Also, how does it affect casting shadows (Seems obvious but I'll ask anyways...)? Very cool to see it applied in unity and not just in blender. Great job!

Spot on! I was dealing with the ponytail clipping before. I masked the effect using vertex colors, and the ponytail was masked with a gradient to avoid putting too much effect on it. The greater challenge after this is making this work for characters with long, thick hair

Alright! I guessed vertex colors or some kind of mask when I looked at how the neck behaved in the blender example. So cool to see people develop new tools for toon styled renders. Making 3D look hand drawn will be this generations gift to the users, not this raytracing crap.

How does this work?

it works pretty much the same as in the original. In game engines, it can be done via vertex shaders.

Its like Orthographic projection, but only for the head. Seems like a really interesting idea indeed.

I wonder how it'll scale with fully dynamic* lighting and shadows, might try toying the idea in Unreal *and I mean *dynamic*, no single vector light limitation most cel shaders have, all kinds of shadows, even full ray traced rendering

Is it possible to "flatten" while also making the head larger? it seems like the proportions become slightly off when flattening

You're all rediscovering orthographic projection 🥀 I wish people would appreciate 3d more for what it is instead of all these hacks

Is this a lattice aim constrained to the camera, & parented to neck bone? I can't tell, I don't know how to read Japanese. Anyone?

the final solution to shitty 3D anime CG?

That’s seriously impressive! 🤯 Replicating something like that in Unity is no small feat. Huge respect for the effort and skill! 👏🎮

I'm struggling to wrap my head around the mathematics for it. Any chance you can briefly do a breakdown on how it's calculated? Also, how is there no Z-Fighting?

this kind of effect always looks deceptively hard to recreate. turned out really well.

Bro you cooked. The way it flattens on the sides is perfect 👏

Could this be done with some combo of local scale and lookAt?

I've seen VRChat avatars that do this and the illusion breaks when you use the third person camera.

My lord this is so awesome!! I’d love this for my characters

我也在unity中实现了😃

you should post a more detailed explanation of this this is awesome

@Scarlet_BelleVr

wow! @grok how can I achieve this in Unity? this is mad good! well done

unityで再現したのすごい

WOW, this is so cool, i'm guessing it's not too performance heavy ?

I wonder why it looks better with this effect when the real world doesn't do it.

Angles or funny

so what will be different if i actually model the head 3d?

Building from scratch changes your perspective on what looks “simple.”


