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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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How to render AiToon lines that is overlapping?

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Message 1 of 5
ak47www47
628 Views, 4 Replies

How to render AiToon lines that is overlapping?

I am working on a project and I am using AiToon for the first time. What I was trying to do is to render all the edges of a staircase. However, it looks like the edges that is overlapped is not rendering ( plz see the images, I don't know how to explain it properly). What should I do to get those edges rendered properly?
aitoon.jpg
aitoon-alpha.jpg

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Message 2 of 5
lee_griggs
in reply to: ak47www47

Does reducing the Angle Threshold help?

Are the steps one object? If so try separating them.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 5
ak47www47
in reply to: ak47www47

@Lee Griggs
The Angle threshold is already set to 0, and its not working.
The steps are one object, but I built them from a single cube using extrude and such, and without combining other polygons. Its impossible to be separated further.

Message 4 of 5
lee_griggs
in reply to: ak47www47

I would remodel them as separate steps.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 5
joie
in reply to: ak47www47

It's amazing how well designed was the Mental Ray's toon shader and how much features are missing in aiToon shader...

This is a must for toon shading on hard surface models. We really need a "depth threshold" for edge detection, so a surface behind another with same normal direction can be detected just because it is behind it. Current normal based detection is NOT enough for that situations.

Right now the only way to do that is to use a curvature node in order to tell aiToon that there is an edge there.

Would it be possible to add a depth threshold or is it in Arnold future plans?

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