Cartoon
 
 
 

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

Shader Type: 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.

Name

The shader's name. Enter any name you like, or leave the default.

Toon

Render Ink Only

mental ray rendering software only renders the inked portions of the screen, leaving the remainder black. An alpha channel is provided for compositing purposes.

Width

Defines the width of the inked contours.

Taper

Controls the thickness of the inked contours, based on the inked surface's profile. You can use this to simulate varying stroke pressure.

Garbage Matte

Garbage Matte

Uses a garbage matte, as described above.

Use Alpha

Uses the garbage matte but employs the image's alpha channel instead of the RGB brightness.

Mask All

When on, it uses a garbage matte on all the eye-rays; when off, mental ray renders masked objects without contours.

Garbage Matte

Defines an image clip to use a garbage matte. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new matte or create one from a source.

Matte View Window

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).

Variation

Thickness

Thickness

Defines width amplitude.

Rate

Defines width frequency.

Color

Hue

Defines the Hue's amplitude.

Saturation

Defines the Saturation's amplitude

Value

Defines the Brightness amplitude.

Color

Defines the Color frequency.

Animation

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."

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.

Start

Defines the distance (from the camera to the surface) at which fading begins.

End

Defines the distance at which depth fading reaches full intensity.

Color

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.

Width

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.

Render Tree Usage

This shader can be applied directly to the camera in the lens shader stack.