| Render Tree Usage
Category: Toon
Shader Family: Surface Material
Output: Color
A utility node that encapsulates the highlight functions (glossy and diffuse) of the Toon Paint material shader.
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The shader's name. Enter any name you like, or leave the default.
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Highlight
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Two illumination modes are provided: Diffuse and Glossy. Diffuse resembles Lambert shading, while Glossy is closer to Phong
shading.
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The highlight color. This color is painted over the base color according to the specified alpha value (0 being no contribution,
and 1 being 100%). If the Illuminance parameter is enabled, the highlight color is scaled (filtered) by the color of illumination
received at the point shaded.
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When enabled, the highlight color is scaled (filtered) by the color of illumination received at the point shaded. Disabling
this parameter results in a highlight whose color is uninfluenced by illumination.
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Choose from the available transfer modes to specify a compositing method for combining highlight color with the underlying
surface color.
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. This is the default. It simply takes the foreground.
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. 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.
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. 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.
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. The inverses of the two color values are multiplied. The result is a foreground brighter than either the original foreground
or background.
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. 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.
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. 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.
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. 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.
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. The foreground is subtracted from the background, producing an inverted color effect.
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. Uses the luminance and saturation of the background and the hue of the foreground.
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. Uses the hue and luminance of the background and the saturation of the foreground.
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. Uses the hue and saturation of the background and the luminance (value) of the foreground.
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. 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.
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. 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.
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. Similar (though not identical) to mode.
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The extent of the highlight's coverage of the base. A value of 0 results in no highlight being painted, while a value of 1
results in a highlight which covers all parts of the surface not in shadow.
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Softens the highlight's edge. A setting of 1 results in a highlight that is totally blurred. The blur has a smooth (cubic)
falloff profile centered on the highlight's boundary.
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Base
This is the base surface color upon which the rimlight color is painted.
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The surface is first painted a base color (like an undercoat of primer), before the highlight is applied.
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Render Tree Usage
You can use this shader to provide an additional layer of control over a Toon-shaded object's highlights component. You can
also connect it directly to the material node if you only need a simple base color with the toon highlights.