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	<title>Comments on: NPR = Non Photorealistic Rendering</title>
	<link>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/</link>
	<description></description>
	<pubDate>Sun, 27 May 2012 07:21:41 +0000</pubDate>
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		<title>By: Doug Horning</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-160</link>
		<dc:creator>Doug Horning</dc:creator>
		<pubDate>Tue, 23 May 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-160</guid>
		<description>Well here's my point of view.  As someone who has always loved cartoons but can't draw for beans (yet), NPR gives me the opportunity to come close to that hand drawn look, while still doing the animation in 3D.  It's nearly the best of both worlds.  </description>
		<content:encoded><![CDATA[<p>Well here&#8217;s my point of view.  As someone who has always loved cartoons but can&#8217;t draw for beans (yet), NPR gives me the opportunity to come close to that hand drawn look, while still doing the animation in 3D.  It&#8217;s nearly the best of both worlds.</p>
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		<title>By: Jun</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-157</link>
		<dc:creator>Jun</dc:creator>
		<pubDate>Mon, 22 May 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-157</guid>
		<description>Nothing against CG, but it's ironic, and a little sad, that people go to such great lengths to make CG look like 2D when there are still so many great and talented 2D animators out there.</description>
		<content:encoded><![CDATA[<p>Nothing against CG, but it&#8217;s ironic, and a little sad, that people go to such great lengths to make CG look like 2D when there are still so many great and talented 2D animators out there.</p>
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		<title>By: Mike Milo</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-158</link>
		<dc:creator>Mike Milo</dc:creator>
		<pubDate>Mon, 22 May 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-158</guid>
		<description>Eh, it's just a different medium to me. I guess you gotta figure that all the people doing 3D were sitting on the sidelines wishing they could get into the biz when 2D animation was in it's heyday. I think it's kinda cool to watch some 3D aniamtion. It's even more fun to actually animate 3D stuff. No worying about being "on model" etc. and you can test some acting and revise faily easily compared to 2D.</description>
		<content:encoded><![CDATA[<p>Eh, it&#8217;s just a different medium to me. I guess you gotta figure that all the people doing 3D were sitting on the sidelines wishing they could get into the biz when 2D animation was in it&#8217;s heyday. I think it&#8217;s kinda cool to watch some 3D aniamtion. It&#8217;s even more fun to actually animate 3D stuff. No worying about being &#8220;on model&#8221; etc. and you can test some acting and revise faily easily compared to 2D.</p>
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		<title>By: Floyd Bishop</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-159</link>
		<dc:creator>Floyd Bishop</dc:creator>
		<pubDate>Mon, 22 May 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/05/22/npr-non-photorealistic-rendering/#comment-159</guid>
		<description>Well, in the case of "Fishing", there was an entire ocean made up of individual fish. PDI used their fluid simulation software to drive the behavior of the fish. If animated by hand, this sequence would have taken much longer to animate.</description>
		<content:encoded><![CDATA[<p>Well, in the case of &#8220;Fishing&#8221;, there was an entire ocean made up of individual fish. PDI used their fluid simulation software to drive the behavior of the fish. If animated by hand, this sequence would have taken much longer to animate.</p>
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