Hi, I'm really happy to the the depth and functionality of the new toon shader in Arnold 5.1 (here with C4DtoA 2.3). I'm wondering how to scale silhouette thickness with scene depth. I can get interesting effects feeding a ramp into the silhouette width scale, but not the crucial ability to make closer objects have thicker outlines and distant ones have thinner outlines. I either need to be able to tie the ramp extrema to points in scene space, or to use some other way to feed z-depth info into silhouette width scale.
I just tried a simple generic construct, using world space colors, these colors gives an identifier for everything in 3d space, this info can be desaturated, and piped through a normalize node, which gives a gradient type shader, now this needs to be tied to an active camera and mapped through that camera, so whenever you move camera, the camera projection moves with it. I got it sorta working, but not quite there yet. Will revisit. Ofcourse you need to use scalars and flip color space etc, but that part should be logic to some extend.
This may be possible in a future release. Thanks for the feedback!
Another workaround could be to connect a facing ratio shader to Width Scaling.