Since you've put up with me crying about the toon shader (amongst other things) I thought I'd put up some examples. It might be useful to someone else here.

The image above was set up and rendered in Iclone using the toon shader. I reduced the paint setting as far as possible, and set it at 128. Then I made three rendering passes 1- with lines (width 4 density 60), 2 - without lines, 3 Alpha of characters and chair. I put everything into an After Effects comp, and used the alpha to keep the foreground figures with lines, and keep the background without lines. Then I added some subtle cartoon effects to the background. Here is another example:

In the shot above there is fringing around the foreground characters. This is the blurred background. The forground characters were rendered in both in order to preserve the floor reflection. This could probably be removed with an additional pass and another hold-out matte. The separate foreground and background layers also let me control the contrast better: I used the levels tool to control the foreground shadows.

This last example is without any filtration on the background. The foreground is rendered with lines, the background without. The foreground characters are shadow casting but not receiving. The background is casting and receiving, but soft shadows has been disabled. The original renders were 1080x1440, the characters were created with Daz 3D, and the props are part of a Daz Environment (Cold War Lab).
Because of the toon-shader all the lighting is coming from the Key-Light (which is a pain). However, the rim lighting (on shoulders and hair) is the IBL dialed in with a map that is a simple white strip at the top. This seems to be the only way of controlling modelling with light when using the toon shader.
Hope this was useful!
--Bex.