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Describe what are you aiming to achieve
For a side project I'm working on, there are some Meshes that don't share the same internal Mesh scale (100 vs. 1). Currently, it's really difficult to control the Outline Thickness on these objects without making separate Materials for each one (and there are a lot of them), as Outlines are currently calculated in Local space.
For specifically World Building, could you add the option to change the Scaling method used for the Outline Thickness? The options would be:
Local: The current default method, which calculates the thickness scale referenced on the Mesh.
World: Calculates the outline thickness scale reference on the World scale instead.
In a way, this would replicate how Poiyomi Shaders currently does it as it allows the user to choose Local or World for the Outline thickness scale reference.
Describe any workarounds you can use now
There are no workarounds I found in ORL Toon as of v6.3.0.
The text was updated successfully, but these errors were encountered:
Describe what are you aiming to achieve
For a side project I'm working on, there are some Meshes that don't share the same internal Mesh scale (100 vs. 1). Currently, it's really difficult to control the Outline Thickness on these objects without making separate Materials for each one (and there are a lot of them), as Outlines are currently calculated in Local space.
For specifically World Building, could you add the option to change the Scaling method used for the Outline Thickness? The options would be:
Local
: The current default method, which calculates the thickness scale referenced on the Mesh.World
: Calculates the outline thickness scale reference on the World scale instead.In a way, this would replicate how Poiyomi Shaders currently does it as it allows the user to choose
Local
orWorld
for the Outline thickness scale reference.Describe any workarounds you can use now
There are no workarounds I found in ORL Toon as of
v6.3.0
.The text was updated successfully, but these errors were encountered: