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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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How can I create a toon shader using hand painted textures por color?

8 REPLIES 8
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Message 1 of 9
Anonymous
3561 Views, 8 Replies

How can I create a toon shader using hand painted textures por color?

Hi! I'm trying to create a toon shader using some stylized textures I painted for a character (just a diffuse map). I know I can use ramps and the facing ratio utility and I managed to mix that along with the textures but still haven't gotten what I'm looking for, any ideas? I know it's ambitious but I'm trying to get a Pixars Feast look

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8 REPLIES 8
Message 2 of 9
lee_griggs
in reply to: Anonymous

Can you show us your results so far?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 9
Anonymous
in reply to: Anonymous

112-toonshader-test.png

113-toonshader1.png

this is as far as ive been able to push it, if i crank the toon effect then i loose the texture and I want the texture to be visible 😞

Message 4 of 9
Anonymous
in reply to: Anonymous

http://herestheplanfilm.com/

Im trying to find a way to recreate this look. maybe is not a toon shader but the way it interacts with light, any suggestions?

Message 5 of 9
å__æµ__é__
in reply to: Anonymous

I am also very interested in your question and hope to find some answers and ways ~ hope Lee Griggs can help us!

Message 6 of 9
cdordelly09
in reply to: Anonymous

I think that maybe this reference have a geometry painting work with substance painter or other software, not only shader tricks.

Message 7 of 9
lee_griggs
in reply to: Anonymous

You can use the Surface Luminance shader to have shading based on any lights in the scene. There is an example at the bottom of this page.

232-surface-luminance.png

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 8 of 9
Anonymous
in reply to: Anonymous

a best way to do toon shading is layered-shading-model.

base layer could be regular standard material for textures of any-UVW-based,

top layer is the main cel shading material, it ignores UVW info and calculates color based on surface normal or smoothed shading normal related to light position and direction(usually it is 0~90 degrees).and it should have abilities to support multiple lights , and could have light's intensity and color involves.

and for advanced feature, e.g shadowing, it could have two mode, one mode is simple culling using raytraced shadow mask, one another is normal shadowing but multiply shadows towards object which receive it.

Message 9 of 9
Anonymous
in reply to: Anonymous

or, research other product on market and learn from it, then improve ideas or open mind of your own. eg: PSoft Pencil+ ( NPR renderer from Japan, it has smooth and clean line-drawing,flexible ramp color system. )

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