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Using AiToon to reveal 2 texture maps (Picures included)

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Message 1 of 11
Lizardsaur
366 Views, 10 Replies

Using AiToon to reveal 2 texture maps (Picures included)

1638510471199.png

1638510387599.png
1638510451559.png

1638510483505.png

I'm trying to create a particular effect using the Ai Toon shader with a ramp. I am using a single directional light to make the illuminated parts of my model to reveal one texture, while the shadows to reveal another texture but not sure how to make it work I've tried selecting one of the colours on my ramp node and plugged a texture into it but it's not showing up properly. In my current test I'm trying to get just the illuminated texture working, and I set a solid green as the shadow texture


Image 1) This is what my texture looks like normally
Image 2) This is what my render looks like with my current setup. The render is only showing a solid orange colour instead of my drawn texture. My texture is mostly made up of a solid orange colour aside from the yellow flame insignia. However the orange seems to be overriding everything.

Image 3) My ramp shader with 2 colours assigned with no interpolation. I have solid green as my shadow color, and my light color is my custom texture

Image 4) My hypershade layout, I plugged my ramp node into the AiToon's base Tonemap, with a solid white as the Base color

Is there a work around for this or perhaps another method to achieve the look I want?

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10 REPLIES 10
Message 2 of 11
lee_griggs
in reply to: Lizardsaur

Does projecting the texture to both colors of the ramp work?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 11
Lizardsaur
in reply to: lee_griggs


1638515842017.pngThis is what happens when I plug the texture into both colors

Message 4 of 11
lee_griggs
in reply to: Lizardsaur

Is that projecting them? Are the UVs ok? Can you upload the body geo scene somewhere so that I can have a look at it?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 11
Lizardsaur
in reply to: Lizardsaur

Oh sorry I just noticed you said projecting. I just middle click dragged my texture into the ramp's "selected color" channel. I've never done texture projecting before so I'm not sure how that works

I'll upload the project folder here anyways it will have the model's scene file and my texture included if you want to take a look

G1 Hot Rod Test.zip

Message 6 of 11
Lizardsaur
in reply to: Lizardsaur

Okay I just watched a tutorial on projecting textures and while it is getting the texture to show up to the effect I want, it's not ideal for my purpose since I need the texture to be applied onto the model as if it is in UV space. At the moment the logo doesn't fit perfectly and also the backside of the model isn't clean either.
1638523795246.png1638523831005.png


The effect is exactly what I'm looking for, but I'm looking for a method that will use UV space since I will creating a full hand painted texture for the model that needs to conform correctly. Is this possible to do in renderer or am I better off doing this through render layers and compositing in post?

Message 7 of 11
lee_griggs
in reply to: Lizardsaur

Have you tried editing the UVs in Maya?
Lee Griggs
Arnold rendering specialist
AUTODESK
Message 8 of 11
Lizardsaur
in reply to: lee_griggs

While using the projection method? Editing the UV's doesn't seem to affect the placement of the texture since the projection is based on where I place the projection in the world space, which also in turn makes the backside unusable. Otherwise, assigning the texture on a normal material places everything exactly where it needs to be except I'm trying to create a toon effect in my renders which is why I'm using AiToon + Ramp
Message 9 of 11
lee_griggs
in reply to: Lizardsaur

No, edit the UVs here (forget projection).

1638542524147.png

and/or create them here:

1638542588120.png

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 10 of 11
Lizardsaur
in reply to: Lizardsaur

Right sorry I misunderstood you. Yes my model is UV mapped.


1638572866150.png

The first tile is the area I'm currently focusing on which covers all orange parts of my model

Message 11 of 11
lee_griggs
in reply to: Lizardsaur

Have you tried the layerRGBA shader to layer the textures on top of each other? By the sounds of it you need to edit the UVs of the model.

Lee Griggs
Arnold rendering specialist
AUTODESK

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