@KokusPokus said:
@TwistedTwigleg said:
Do you want us to delete the KokPok
account? I'm not totally sure will happen to this thread if the user is deleted but I'm sure we can figure it out.
Yes, you can delete it. ...
There we go! I left the thread but deleted the user.
... And if this thread will disappear, no matter, still no one answered, maybe my question was to silly, or badly explained. :)
I can assure you that it is not a silly question! I've struggled with this issue in the past for game characters.
The issue is that the faces of a mesh get pulled apart as the mesh expands based in the direction of the normal of the faces, or at least that is the issue I've had. For the project I was working on I got around the issue with by having a smaller grow size and more vertices in the character.
Traditionally outlines are done using a frame buffer, but in Godot 3.1+ there isn't a way to create a user defined frame buffer and/or bit mask (Unity tutorial) and/or stencil (LearnOpenGL). You can kinda get something similar with Color masking and a separate Viewport, though when I tried I couldn't find a way to get decent looking results. In Godot 4.0 I remember reading there is plans to allow for user defined frame buffers, which should make outlines much easier in Godot.
This Unity tutorial shows how to generate an Outline using the depth buffer, which is available in Godot. The tutorial goes on to show how to use view-space-normals, which gives slightly better results (in my opinion), but in Godot there is no good way to get all of the normals within a scene.
That said, the effect shown in the tutorial might work since in Godot you can access the depth buffer.
This other Unity tutorial mentions the sharp edge issue, so it might be helpful as well. Here is an Unreal Engine tutorial/article for outlines that looks like it could be interesting, but I'm not sure how applicable it will be to the outline issue.
I wasn't able to find any Godot specific solutions, but I'll keep an eye out.
Unfortunately, I don't have a solution to the issue though. I would suggest asking on other Godot communities, like Reddit/Facebook/Discord/etc and see if anyone there knows. You might also want to look into how other game engines solve the outline issue, as I have found that many Godot issues can be solved with solutions for other games engines, generally with a little tweaking.