抄録
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.