render
awesome link from kader’s blog (or so he says)
http://graphics.pixar.com/library/
n… some renders…
notes:
Toon > Assign Fill Shader > Circle Highlight
*this will create a ‘ramp shaded’ effect on the fill. strong highlight n shadows
Under the pFXToon attributes, we can edit a couple of settings-
Color
Choose the colors for the highlight and shadows. And the diffusion between these two colors. Set the Interpolation to none to create a crisp line between
them
Color Input specifies how the highlight and shadows will be displayed on the render
Transparency
The alpha setting of the toon shader. As with the Color attribute, the left most area of the graph represents the shadows and vice versa for the
highlights. Black for value 1 in alpha and white for a value of 0 which is full transparent.
In this setting, I wanted to bring out the shadow more than the highlight so the ramp goes from black to white.
Incandescene
Creates a glow from the texture. This setting was discovered by accident. I swapped the values of the ramp and instead of a direct glow, it now emits
glow from the outline, giving it an artificial rim light which can be controlled easily. The value of the ramp is also reduced.
Specularity
Specularity is turn off (set to 0) so we have a matte material.
First begin by duplicating the model. The outer model will be textured with toon shader with the above setting (transparent). This will sit ontop of the
normal textured model (painted look).
The key objective is to get rid of the ’3D’ smooth shadowing on the model but at the same time maintains the painted texture that we need.
*The renders are not done properly so you can still see the disgusting smooth shadowing on the arms. Will be fixed.


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