I'm getting close to finishing my current project GRID, and I've been wanting to give it a distinct look. I've been looking into cartoon shading and I got the greatest idea while watching Cartoon Network.
In some shows, more notably Chowder, they use a technique where they have the color of the characters cloths look as if they are 'environment mapped'. This is where the texture looks like it's from the backdrop. When they move it stays stationary and looks as if it's scrolling across the character. I can accomplish this in Truespace by adding a environment map and setting it's diffuse high so that it looks like the silhouette of the object with the texture. This is the look I want, but I can' figure out how to accomplish it in DBP.
I've tried all the built in shaders and as well as the ones on the board, but none of them produce the desired effect.
Here's an example of what it looks like. Bad video quality but you can get the idea:
http://www.youtube.com/watch?v=bCASiT1ud4I
Just watch the character's cloths, and you'll see that the cloths texture is stationary as they move, giving it a scrolling effect.
Just wondered if anyone knew a way to get this effect in DBP.

The only other way I can think of is having the object's texture have a totally alpha layer on the parts I want to have the effect, and then set it up so the alpha effects all objects behind it. Then have a plain texture object that always renders behind all objects, or have the backdrop texture(I think you can still do that in DBP...). But this wouldn't be practical with more complex objects with multiple textures.