| 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.
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This shader is typically used with the Toon Material shader (see Toon Material) to output cartoon-like renders. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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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. |
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Width |
Defines the width of the inked contours. |
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Taper |
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 |
Uses a garbage matte, as described above. |
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Use Alpha |
Uses the garbage matte but employs the image’s alpha channel instead of the RGB brightness. |
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Mask All |
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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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. |
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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). |
Thickness
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Thickness |
Defines width amplitude. |
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Rate |
Defines width frequency. |
Color
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Hue |
Defines the Hue’s amplitude. |
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Saturation |
Defines the Saturation’s amplitude |
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Value |
Defines the Brightness amplitude. |
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Color |
Defines the Color frequency. |
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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.” |
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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Start |
Defines the distance (from the camera to the surface) at which fading begins. |
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End |
Defines the distance at which depth fading reaches full intensity. |
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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. |
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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. |
This shader can be applied directly to the camera in the lens shader stack. See Adding Lens Shaders to the Camera [Lights and Cameras].
Autodesk Softimage v.7.5