International Journal of Asia Digital Art and Design
Online ISSN : 1738-8074
Generating Wayang Beber of Pacitan Character’s Outline Using Renderman Interface
Banung Grahita Toshihiro KommaKumiko Kushiyama
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JOURNAL OPEN ACCESS

2013 Volume 17 Issue 2 Pages 68-75

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Abstract

Wayang is a traditional medium for storytelling in Indonesia. Wayang isn‟t popular today. The Digital technology gives opportunities to develop new types of wayang which could be interesting to the new generation. Our research attempts to develop a new form of wayang using 3D computer graphics animation technology. We want to make a CG animated wayang based on the visual form of wayang beber especially wayang beber of Pacitan. Wayang beber is a distinct type of wayang. Unlike the other types of wayang, wayang beber is not a puppet, but a sequence of picture drawn on several scrolls. Wayang beber is known as the oldest type of wayang. One of the wayang beber types is wayang beber of Pacitan. Wayang beber of Pacitan especially the character figure has a unique visual form. It is a flat 2 dimensional graphic with limited colors but rich with ornamental details. We use a non-photorealistic rendering technique to simulate the wayang beber of Pacitan visual features on a 3D CG model. One of the important wayang beber of Pacitan visual features is the outline.The wayang beber of Pacitan outline has some incorrectness qualities, such as a variation of thickness and wiggliness. These qualities are typical characteristics of a human drawing. The first step of our research is generating an outline of a 3D CG figure that has these incorrect qualities. In this paper we explain the development of the shader for generating the desired outline qualities that could work in the Renderman interface. We developed a shader algorithm that can displace an object‟s surface point with the gradual and random distance. This algorithm can be used to generate an outline with a variation of thickness and wiggliness.

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© 2013 Asia Digital Art and Design Association
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