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Creating a Toon Shader Added on: Sun Oct 29 2000 |
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Advanced
There are a couple of things to add to this tutorial. You can add bumpmaps with a good result.
You can also add textures to you're materials with a little work by right-clicking on the handles in the Gradient Ramp and choosing a texture. NOTE that you will need three different textures for each of the three handles (ambient, diffuse, specular). For example if you wanted a checkered texture to you're object like this:
You would need three different "Checker" textures with the same settings but different colors. I should mention also that you're toon-materials will benefit hugely by enabling supersampling, since these maps are linearly interpolated and will produce aliasing artifacts unless you supersample them.
Enable supersampling by opening the "SuperSampling" rollout in the standard material preferences. Check the "Enable Sampler" box. I find that the "Adaptive Halton" works fine. This tells the rendered to make additional anti-aliasing passes over the textures which gives smoother textures at the cost of rendering-times.
Most of the standard map slots will work fine, BumpMapping and DisplacementMapping will produce interesting results though, seeing as how the outline is based on the Camera-Surface angle and it's hard to get a good outline on a gnarled surface.
One nice effect is to raise the "Specular Level" and "Glossiness" to get something that looks like a metallic surface.
You can download the zipped .mat file containing a bunch of tooney materials: toon.zip
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