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This page provides information on the V-Ray BRDFToonMtl node.

Page Contents

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Overview

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 2D cel and cartoon effects can easily be achieved with the V-Ray Toon Material. Use this material to make your scene get that hand-drawn look. Controlling the shadows and lights received by the material in combination with material transparency, gotten from Object or Material IDs, allows for fine-tuning the result. You can take advantage from the other standard V-Ray material options such as reflection, refraction, anisotropy, subsurface scattering and bump/normal mapping to set up the render to your liking.

Combine with the Toon atmospheric effect to add custom outlines for inky effect.


UI Paths

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||shop Network|| > Material > V-Ray Material node > V-Ray > Material > V-Ray Toon Material

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 ||mat Network|| > V-Ray > Material > V-Ray Toon Material

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Node

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The V-Ray BRDFToonMt node provides inputs for controlling various material properties. Some correspond to parameters in the section below.

Toon - Diffuse/Specular

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The Diffuse/Specular Ramps controls the diffuse/specular color based on the amount of light received. Position 0.0 maps to light intensity 0.0, position 1.0 maps to light intensity 1.0 and above.

 

Diffuse

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Color – Base texture blended with the color from the diffuse ramp.

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Self-illumination Affects Gi – When enabled, the self-illumination color will affect GI computations.

 

Reflection

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BRDF– Determines the type of BRDF (the shape of the highlight and glossy reflections). This parameter has an effect only if the Reflection Color is different from black and Reflection Glossiness is different from 1.0.

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Color Only – The reflectivity will affect only the RGB channel of the final render.
Color+alpha – Causes the material to transmit the alpha of the reflected objects, instead of displaying an opaque alpha.
All channels – All channels and render elements will be affected by the reflectivity of the material.

 

Refraction

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Color – Refraction color. Note that the actual refraction color depends on the Reflection Color as well.

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Color Only – The transparency will affect only the RGB channel of the final render.
Color+alpha – This will cause the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha.
All channels – All channels and render elements will be affected by the transparency of the material.

 

Translucency

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Translucency Type – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that refraction must be enabled for this effect to be visible. Currently only single-bounce scattering is supported.

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Maximum Thickness – Limits the rays that will be traced below the surface. This is useful if you do not want or don't need to trace the whole sub-surface volume.


Options

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Cutoff – A threshold below which reflections/refractions will not be traced. V-Ray tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.

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