Toon Paint Rounded
 
 
 

Basic Appearance | Shape | Render Tree Usage

Category: Toon

Shader Family: Surface Material

Output: Color

Though this shader is based on the Toon Paint functions, it offers a novel highlight style with rounded edges.

Name

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

Basic Appearance

The paint is divided into three colored regions: base, hot spot, and crescent. The hot spot corresponds roughly to a highlight, and the crescent expands to fill the region not occupied by the hot spot.

Roundness

Adjust the roundness of hot spot and crescent features.

Hot Spot

Enable

Enables/disables this layer.

Color

Specify the color and alpha for hot spot. Illumination color does not influence hot spot color.

Compositing

Choose from the available transfer modes to specify a compositing method for combining hot spot color with the underlying surface color. The following modes are available:

  • Normal. This is the default. It simply takes the foreground.

  • Add. The foreground is added to the background. Thus, no foreground will be visible if the foreground is black. This is useful for compositing such that the foreground appears to glow.

  • Multiply. Multiplies the foreground by the background. The result is always a color darker than either original foreground or background, much like the result of two overhead transparencies stacked and projected from a single projector.

  • Screen. The inverses of the two color values are multiplied. The result is a foreground brighter than either the original foreground or background.

  • Overlay. Either multiplies or screens, depending on the value of the background underneath. The overall result is that the background is not replaced by the foreground, but is mixed with it, while weighted by the value of the original background.

  • Lighten. Compares the values of the foreground and background and chooses the lighter of the two. The overall result is that the foreground can never do anything except make the background lighter.

  • Darken. Compares the values of the foreground and background and chooses the darker of the two. The overall result is that the foreground can never do anything except make the background darker.

  • Difference. The foreground is subtracted from the background, producing an inverted color effect.

  • Hue. Uses the luminance and saturation of the background and the hue of the foreground.

  • Saturation. Uses the hue and luminance of the background and the saturation of the foreground.

  • Value. Uses the hue and saturation of the background and the luminance (value) of the foreground.

  • Soft Light. If the value of the foreground is greater/less than 50% gray, the underlying background is lightened/darkened by the foreground. This is similar to shining a diffuse light on the image.

  • Hard Light. If the value of the foreground is greater/less than 50% gray, the background is screened/multiplied by the foreground. This is similar to shining a harsh light on the image.

  • Exclusion. Similar (though not identical) to Difference mode.

Trim

Adjusts the coverage of this layer.

Crescent

The parameters for Crescent are the same as for Hot Spot above, except that they apply to the crescent region of color.

Base

Color

This is the base surface color upon which the hot spot and crescent are painted.

Shape

The hot spot and crescent features of this shader are made up of distinct highlight and rimlight components (the same as those found in other Toon shaders).

Highlight

Enable

Enables/disables the highlight.

Illumination

Select either the Glossy or Diffuse highlight profile.

Coverage

Size of the highlight.

Rimlight

Enable

Enables/disables the rimlight.

Combination

Rimlight and highlight components may be combined using either an Additive or Subtractive operation.

Coverage

Extent of the rimlight's coverage of the surface.

Render Tree Usage

You can use this shader to provide an additional layer of control over a Toon-shaded object's paint attributes, or if you prefer the rounded shading style, you can connect it directly to the material node.