hey thats really, cool, i never use the toon shader, i just never really liked it, but this has changed my mind, thats really cool, i especcially like the glass teapot!!
MikeCuffe - I rendered it in blender only. Not like Glootamin’s method.
Ok, my settings.
Lights { just the defualt lamp, I never touched the lighting setup at all.
edge { EINT 1
AA { without propor osa settings, the edges sometimes turn out jagged. 16 samples, mitch 1.50.
glass pot {
r. 0.400
g. 0.530
b. 0.700
A .100
raytransp with IOR 1.50
diffuse- toon\ref .68\size 1.76\smooth 0
specular- toon\spec .14\size .8\smooth 0
emit .7
green pot {
rgb 0.8
ramp-
spec- 0
red pot { same as the green one, only the ramp method is NORMAL.
with the ramp, the 2 sliders that have seperate colours should only be 1 digit apart. For example, the second dark green slider is at 0.553. and the first light green slider is at 0.554. So it instantly goes onto the next colour. Think of it as setting toon-spec smooth to 0.
Thanks for all the people that posted on this thread!
I’m trying to get all those shades for a little character but have not be succesfull at it yet… The problem is that I think I understand the underlying theory (use the Ramp for different shades and “specular”), but have not been able to make it work. I’m newbie to Blender but have been working with other softwares for some time already. I first thought that tweaking the size value of the toon shader would do the trick, but I can’t seem to make it show the brightest red on the ramp no matter what the settings I use for the Toon shader.
Regarding your pm, eks, I checked the file and the RGB values I provided don’t seem to be of any use, except for the glass material. The diffuse colours are just white.
For the diffuse ones I have specular set to 0 and the diffuse is Lambert for the green one, and toon for the red. (toon diffuse settings are ref 1.0 size 3.0 and smooth 0)
You can find the Mitch AntiAliasing filter in the rendering tab at the bottom right corner (its Gauss by default)
At least with the Lambert shader, the trick was using white or a shade of gray on the color (for Lambert), no specular and the Ramp with result input. The Toon shader I could not get to work no matter what, it always gave results like the one attached bellow. But the result with the Lambert is exactly what I was looking for.
hafunui, or anyone else, if have any idea of why it might not work with the Toon shader, I would like to know. The result might be the same, but I will learn something new.
Thanks again!
eks
PS: the Blender toon shader itself could have a settings for the amount of “shades/color”, couldn’t it?
No, the toon shader has no setting for the amount of shades you have. There is Specular, diffuse, and if you play with the emit value, you can have a maximum of 3 shades.
I checked the file again and both the red and green have similar ramps but the green is set to Result, so you get a constant cellshaded effect based on the lamp position.
The red one, however, has the ramp input set to Normal, so the banding is based off of the Viewing angle. This method doesn’t provide a cellshaded effect, rather a standard diffuse model with a banded albedo. So in order to get a flat\constant shading I set the diffuse to toon with ref and size at max.