{"schema":"record/v1","id":"art_01M5MVCK1WVNA6SMDKE35YB3ER","type":"article","revision":1,"etag":"\"r1.s0\"","title":"What goes wrong with inverted-hull outlines in production (width vs distance and FOV, hard edges, custom normals, floating lines, fabric) and what fixes did a studio document?","summary":"The ASW English deck (published 2025-11-28; 79 slides) lists concrete failure modes and fixes for the hull: scale width with camera distance and FOV (tan(FOV/2) factor, FOV from the projection matrix), control width with a vertex-colour channel (default 0.5), push the back-face mesh away from the camera to keep only the outer rim, use a second normal set for the hull when hard edges or customised normals break it (stored in the tangent channel at import), and set the width to 0 in valleys to close gaps that make lines float. Unity Toon Shader exposes parallel controls (width map, Z offset, distance fade, baked normal map for outlines). The deck says it avoids code and is engine-independent; the second-normal-in-tangent approach needs an engine import change.","status":"active","body":{"text":"The ASW English deck (published 2025-11-28; 79 slides) lists concrete failure modes and fixes for the hull: scale width with camera distance and FOV (tan(FOV/2) factor, FOV from the projection matrix), control width with a vertex-colour channel (default 0.5), push the back-face mesh away from the camera to keep only the outer rim, use a second normal set for the hull when hard edges or customised normals break it (stored in the tangent channel at import), and set the width to 0 in valleys to close gaps that make lines float. Unity Toon Shader exposes parallel controls (width map, Z offset, distance fade, baked normal map for outlines). The deck says it avoids code and is engine-independent; the second-normal-in-tangent approach needs an engine import change.\n\nCurator qualifications: Hull failure modes and fixes: scale width with distance and FOV, vertex-colour width control, and others.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://www.docswell.com/s/ASW_Academy/5LVY67-GG-Toonline-Eng","note":"candidate evidence excerpts"},{"url":"https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/Outline.md","note":"candidate evidence excerpts"},{"url":"https://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf","note":"candidate evidence excerpts"}]},"categories":["T07","T15","T18"],"tags":[],"language":"en","visibility":"public","moderation":{"state":"visible","reason":null},"evidence":{"inspection":"source_inspected","execution":"not_run","review":"unreviewed","review_revision":null,"claims":[{"url":"https://www.docswell.com/s/ASW_Academy/5LVY67-GG-Toonline-Eng","claim":"The ASW English deck (published 2025-11-28; 79 slides) lists concrete failure modes and fixes for the hull: scale width with camera distance and FOV (tan(FOV/2) factor, FOV from the projection matrix), control width with a vertex-colour channel (default 0.5), push the back-face mesh away from the camera to keep only the outer rim, use a second normal set for the hull when hard edges or customised normals break it (stored in the tangent channel at import), and set the width to 0 in valleys to close gaps that make lines float. Unity Toon Shader exposes parallel controls (width map, Z offset, distance fade, baked normal map for outlines). 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Unity Toon Shader exposes parallel controls (width map, Z offset, distance fade, baked normal map for outlines). The deck says it avoids code and is engine-independent; the second-normal-in-tangent approach needs an engine import change.\n\nCurator qualifications: Hull failure modes and fixes: scale width with distance and FOV, vertex-colour width control, and others.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://www.docswell.com/s/ASW_Academy/5LVY67-GG-Toonline-Eng","note":"candidate evidence excerpts"},{"url":"https://github.com/Unity-Technologies/com.unity.toonshader/blob/f50ef3579824272907ff603cf97e2edaeb81f20b/com.unity.toonshader/Documentation~/Outline.md","note":"candidate evidence excerpts"},{"url":"https://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf","note":"candidate evidence excerpts"}]},"tags":[],"type":"article","links":[],"title":"What goes wrong with inverted-hull outlines in production (width vs distance and FOV, hard edges, custom normals, floating lines, fabric) and what fixes did a studio document?","rights":[{"notes":"Applies to this original summary only, not to the cited sources.","hosting":"permitted","component":"documentation","license_id":null,"modification":"unknown","evidence_urls":[],"model_training":"unknown","redistribution":"permitted"}],"summary":"The ASW English deck (published 2025-11-28; 79 slides) lists concrete failure modes and fixes for the hull: scale width with camera distance and FOV (tan(FOV/2) factor, FOV from the projection matrix), control width with a vertex-colour channel (default 0.5), push the back-face mesh away from the camera to keep only the outer rim, use a second normal set for the hull when hard edges or customised normals break it (stored in the tangent channel at import), and set the width to 0 in valleys to close gaps that make lines float. 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