# Stylization — the cel-shaded look Two passes, applied at load in `SkinnedPlayerModel.load_model`: ```gdscript LevelMaterials.apply_toon_recursive(scene) # world-wide toon shading LevelMaterials.apply_character_look(scene) # character-only corrections ``` ## The trap: imported models bring their own line-work Anime models exported from MMD/VRoid/Blender toon setups very often ship the outline **as geometry** — an inverted-hull shell of the mesh with a flat black, UNTEXTURED material, plus separate flat cards for the eye whites, irises and the pupil highlight. The mesh you import is not just the character; part of it is already the drawing. Toon-lighting that shell is what put a **white rim on every hair strand**. It is an inverted hull whose normals face away from you; a lighting model that adds a rim term lights it brightly exactly where it is supposed to read as ink. `apply_character_look` therefore looks for the model's own line-work and handles it flat and unshaded. "Untextured" alone is NOT the test — that made every flat-coloured model render as a black silhouette, because Quaternius' mannequin has two untextured materials (a yellow body, lilac joints) and both were hidden as though they were an outline shell. The test asks three things instead: is it named `eyes*`, is it drawn front-face-culled (the classic inverted-hull setup), or is its albedo near-black. An ink shell is black; a flat-coloured character is any colour at all. That test now runs at BUILD time (`tools/surface_map.classify_linework`) and its answer lives in the sidecar. `SkinSurfaces.guess()` is the same rule kept as the runtime fallback, for a model with no surface table — and the cull-mode half of it is re-run at runtime even when the table exists, because glTF has no way to say "draw only the backfaces" and an inverted hull cannot survive the round trip as a cull mode. Blender genuinely cannot see it; Godot can. What it then does: - **Outline hull** → made fully transparent rather than deleted. Deleting a surface would renumber the rest and break the mesh's own skin bindings. The game draws its own outline. - **Eye cards** (`resource_name` starts with `eyes`) → flat ink, except anything with `HL` in the name, which is the glint in the pupil and really is white. If a newly imported character comes out with a white halo, a black silhouette, or black eyes that should have irises, the line-work test and the name-matching below it are where to look — now in `tools/surface_map.py`, mirrored by `SkinSurfaces.guess()`. **Change both or neither**: a model with a surface table would start rendering differently from one without. ## Per-class art direction Because each surface says what it is, each class takes its own numbers (`LevelMaterials.CHARACTER_LOOK`). `body` is deliberately identical to what every surface used to get, so the calibration this was all built on does not move. The others are departures, each for a reason: | Class | Outline | Band | Why | |---|---|---|---| | body | 5.0 mm | 0.16 | unchanged — the baseline | | cloth | 5.8 mm | 0.13 | a garment's silhouette is most of what separates a character from the background at range; folds need a defined terminator to read as fabric | | hair | 3.4 mm | 0.20 | **the one that matters.** A hair mesh is dozens of near-parallel strands millimetres apart; at the body's 5 mm each strand's hull swallows its neighbour and the head reads as one solid dark cap | | accessory | 6.8 mm | 0.10 | small, rigid, usually the most saturated thing on the character — meant to pop | This required moving the outline from `material_overlay` on the INSTANCE to `next_pass` on each surface's material. Miku's body, face and hair are three surfaces of one mesh, so an instance-wide overlay can only ever give all three the same weight. Taila's eyes still render as black cards rather than amber irises. Her eye surfaces are untextured, and the glTF import hands every untextured surface a default near-white albedo, so colour cannot tell an iris card from a lash card on her — the name is all there is, and `eyes*` currently means "ink". Unfixed. ## Materials on import: the unlit problem Anime glTFs are very often exported "unlit": `KHR_materials_unlit`, a **black** `baseColorFactor`, and the real texture wired to `emissiveTexture`. Renderers honouring the unlit extension use base colour and ignore emission — so Blender reads black, never references the images, and imports with `bpy.data.images` **empty**. The character comes out a silhouette, and there is no node graph left to patch afterwards. `tools/gltf_fix.py` rewrites the container **before** import: emissive becomes base colour, the unlit flag is dropped. It must run first — this is the first thing `retarget.py::main` does, before `import_any`. `fix_unlit_materials(meshes)` then repairs anything left inside Blender. ## What the toon pass does `apply_toon_recursive` gives everything the game's banded ramp. `apply_character_look` then softens the banding on characters, because re-banding an already-shaded anime texture reads as gloss — the texture already contains its own shading and the second pass fights it. ## Convention alignment The Hoyoverse-class look is, broadly: a ramp texture indexed by NdotL for the body, a separate ramp and often a dedicated shader for the face, an inverted-hull outline whose width is vertex-colour-modulated, and specific handling for eyes and hair highlights. This project does the simplified version — one banded ramp plus a screen-space-ish ink treatment, and the model's own outline shell hidden in favour of the game's. The face is NOT specially shaded here; if a character comes out with harsh shadow shapes across the nose, that is the missing piece. ## Outline thickness Lives with the toon material in `scenes/maps/level_materials.gd` (`CHARACTER_INK` and the outline settings). This is the branch it was last touched on — `feat/outline-thickness-and-tp-weapon-hold`.