I'm working on a project right now and I've been experimenting with Arnold's Facing Ratio-based toon shader. However that shader makes it so that my textured model can't be affected by any lights in the environment. Is there a way to get a similarly shaded look that can also be affected by environmental lighting? I looked at the small note regarding the use of Surface Luminance for that effect, but I can't seem to find a way to use textures with that method.
I've used utility in plastic/metal mode and using the RGB output with ramps and ranges to adjust the falloff, but it's not a very "nice" solution.
I'm still new to using nodes for material creation in general but I imagine there must be a way to sort of re-arrange it so that lighting takes priority over the colour being multiplied. Main difference with my set-up is I'm using a texture file for Multiply channel in the AiColorCorrect node, instead of a set colour like in the tutorial.