DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that
use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage
shader library.
| Toon | Garbage Matte | Variation | Depth Fading
Category: Lens
Lens
Output: Color (RGB) value
Creates a cartoon-like effect. Only affects what is seen by the camera and does not change any of the materials or textures
within the scene.
Note that it may increase rendering time considerably. To help reduce rendering time, you can toggle the different garbage
mattes supplied as they apply to your scene or load your own. A garbage matte masks a certain area of your screen with a sequence
of picture files. Areas on the screen that map to non-black pixels in the matte picture are not rendered. Frame numbers are
appended to the matte image file's base name.
NoteThis shader is typically used with the Toon Material shader to output cartoon-like renders.
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The shader's name. Enter any name you like, or leave the default.
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Toon
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mental ray rendering software only renders the inked portions of the screen, leaving the remainder black. An alpha channel
is provided for compositing purposes.
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Defines the width of the inked contours.
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Controls the thickness of the inked contours, based on the inked surface's profile. You can use this to simulate varying stroke
pressure.
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Garbage Matte
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Uses a garbage matte, as described above.
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Uses the garbage matte but employs the image's alpha channel instead of the RGB brightness.
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When on, it uses a garbage matte on all the eye-rays; when off, mental ray renders masked objects without contours.
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Defines an image clip to use a garbage matte. Click to open a property page for the image clip being presently used. To retrieve a new clip, click and indicate whether you wish to create a new matte or create one from a source.
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Displays the selected garbage matte. You can right-click on the matte to access the Image Clip Property Editor. If the matte
is a sequence, use the playback controls to play the sequence image(s).
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Variation
Thickness
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Defines width amplitude.
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Defines width frequency.
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Color
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Defines the Hue's amplitude.
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Defines the Saturation's amplitude
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Defines the Brightness amplitude.
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Defines the Color frequency.
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Defines the animation randomness in relation to time. 0 causes randomness to be frozen over time; a low value makes inked
lines "crawl" over time; and a high value makes the ink lines "chatter."
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Depth Fading
Affects the thickness and the color of the ink according to the object's distance from the camera. Useful for reducing the
apparent detail and contrast as an object recedes from the camera.
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Defines the distance (from the camera to the surface) at which fading begins.
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Defines the distance at which depth fading reaches full intensity.
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Defines the amount of depth fading to apply to the object's ink color. For example, if you specify 1, the color of the contours
fades to the color of the underlying material as the object moves toward the end distance.
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Defines the amount of depth fading to apply to the object's ink thickness. For example, if you specify a width of 0.75, the
thickness of the line is reduced to 1/4 of its original thickness as the object moves from the start to the end distance.
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Render Tree Usage
This shader can be applied directly to the camera in the lens shader stack.