| Basic Appearance | Shape | Render Tree Usage
Shader Type: Material (Surface, Shadow)
Output: Color (RGBA) value
Though this shader is based on the Toon Paint functions, it offers a novel highlight style with rounded edges.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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.
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Roundness |
Adjust the roundness of hot spot and crescent features. |
Hot Spot
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Enable |
Enable/disable this layer. |
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Color |
Specify color and alpha for hot spot. Illumination color does not influence hot spot color. |
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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. Normal 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 appear to glow. • Multiply. Multiply 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. Overlay either multiplies or screens, depending on the value of the background underneath. Overall the effect 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 but make the background lighter. • Darken. Compares the values of the foreground and background and choose the darker of the two. The overall result is that the foreground can never do anything but 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 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 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. |
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Trim |
Adjust the coverage of this layer. |
Crescent
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Enable |
Enable/disable this layer. |
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Color |
Specify color and alpha for crescent. |
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Compositing |
Choose from the available transfer modes to specify a compositing method for combining crescent color with the underlying surface color. The following modes are available: • Normal. Normal 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 appear to glow. • Multiply. Multiply 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. Overlay either multiplies or screens, depending on the value of the background underneath. Overall the effect 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 but make the background lighter. • Darken. Compares the values of the foreground and background and choose the darker of the two. The overall result is that the foreground can never do anything but 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 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 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. |
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Trim |
Adjust the coverage of this layer. |
Base
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Color |
This is the base surface color upon which hot spot and crescent are painted. |
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
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Enable |
Enable/disable highlight. |
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Illumination |
Either Glossy or Diffuse highlight profile may be selected. |
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Coverage |
Size of the highlight. |
Rimlight
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Enable |
Enable/disable rimlight. |
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Combination |
Rimlight and highlight components may be combined using either an Additive or a Subtractive operation. |
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Coverage |
Extent of the rimlights coverage of the surface. |
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.
Autodesk Softimage v.7.5