A mishmash of questions about lighting and messing with parallel line textures I'm brand new to Blender (and 3D modeling). I'm attempting to use it to duplicate this graphical style (not my work):



I've created my terrain, and experimented with a variety of node tutorials to produce a series of lines. This is my current node setup and resulting render:



I have four questions:


How do I remove all the shadows from the final render so I only see my white and black lines and nothing else? – I've killed the lamp and set the material to emit (this was the only understandable way I could find to remove shadows), but I still see gray areas in the final image.
How would I get the lines to stay a constant width? – They currently get thicker as they run over terrain sloping perpendicular to them. I'd like to see a version with a constant line width, if that's possible.
Is there any way to introduce an element of randomness into the lines (shake, spacing, or thickness), so they look more hand drawn?
How would I get the render to show perspective? – I want the perspective to be more pronounced so the lines closer to the camera look spaced out more than the lines in the distance. I expect this is a camera setting but I find the camera stuff rather confusing.


Thank you for all and any help you can offer, and sorry if I've posted too many questions in one go.

-- Dunstan
#1 I think you got the general setup right, you use an Emission Shader node down to the Light Path node, but made a mistake in your setup. Down the nodetree you later mix the emission with a diffuse defeating the purpose. Also your node tree seems overly complicated, and unnecessarily convoluted for the setup.



#2 As Jerryno already mentioned, it is not trivial to do with material nodes alone, but see bellow.

#3 Add a Noise node to your texture coordinates, use a Color Mix node to control the amount of noise you add to the coordinates. Some scale change is to be expected, so compensate the size.



#4 Camera settings like Focal Length will dictate the perspective



Alternatively if you want true constant width, and don't mind a geometry based solution, convert your terrain to a mesh, select all the edges in one direction, and erase everything else. Convert it to a curve then use the Bevel Depth property to add constant thickness.