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can we add Toon shading at the material level?

Posted By prabhatM 12 Years Ago
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prabhatM
prabhatM
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While working with DAZ, we could give toon shading to independent body parts or props. This built in shader comes with options for multilevel shading and varied line width.

This helps retain control over the look of the character and one could mix with realistically shaded background or props while the character skin is toon shaded. Then one could render normally. Though DAZ has a toon renderer that converts the whole scene to toon look at the time of rendering, this mix of toon shading at the material level gives us a huge creative freedom.

I tried similar approach in clone by replacing the skin with flat colour, but this gives complete flat colour look without any duo or tri tone effect. It does not add the grey level to the skin. For that one has to use the built in toon shader that converts the whole scene to the standard Toon Look.

Does anybody has any suggestion how to add Toon Shading to the characters at the material level without the standard toon shader ?


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Prabhat
Paumanok West
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prabhatM (1/10/2013)Does anybody has any suggestion how to add Toon Shading to the characters at the material level without the standard toon shader ?


Load a bitmap into Image-Based Lighting that contains sharp light/dark contours. That's how I did Toon Shading in iClone before iClone supported Toon Shading.

Also, I have often pointed out that character texture maps have to be radically simplified using flat colors in order to get good Toon Shading, regardless of what shaders are available.

For that matter, props that belong in the scene need to have very simple textures, too.

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