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

 

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.

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UI Paths

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

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 ||mat out Network|| > V-Ray Render Elements node > V-Ray > Material > V-Ray Toon Material

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

 

Reflection

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Lock Highlight Glossiness – When disabled, the user can enter different values for the Hilight Glossiness and Reflection Glossiness. However this will does not produce physically correct results.

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Lock Fresnel IOR to Refraction IOR – Allows the user to unlock the Fresnel IOR parameter for finer control over the reflections. When this is enabled, the Fresnel IOR will be locked is locked to the Refraction IOR.

Fresnel IOR – The IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but you can unlock it for finer control. .

Subdivs – Controls the quality of glossy reflections. Lower values will render faster, but the result will be is more noisy. Higher values take longer, but produce smoother results. Note that this parameter is available for changing only when Use Local Subdivs is enabled in the DMC Sampler.

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Exit Color – If a ray has reached its maximum reflection depth, this color will be is returned without tracing the ray further.

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Dim Distance – Specifies a distance after which the reflection rays will are not be traced.

Dim Fall-off – A fall off radius for the dim distance.

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Affect Channels – Allows the user to specify which channels are going to be affected by the reflectivity of the material.

Color Only – The reflectivity will affect reflectivity affects 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 are affected by the reflectivity of the material.

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Index of Refraction – Index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light will not does not change direction.

Subdivs – Controls the quality of glossy refractions. Lower values will render values render faster, but the result will be is more noisy. Higher values take longer, but produce smoother results. Note that this parameter is available for changing only when Use Local Subdivs is enabled in the DMC Sampler.

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Affect Shadows – This parameter will cause causes the material to cast transparent shadows to create a simple caustic effect dependent on the Refraction Color and the Fog Color. For accurate caustic calculations, disable this parameter and instead enable Caustics in the V-Ray Renderer. Simultaneous usage of both Caustics and Affects Shadows can be used for artistic purposes but will not does not produce a physically correct result.

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Exit Color – If a ray has reached it's maximum depth this color will be returned is returned instead of tracing the ray further

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Color Only – The transparency will affect affects only the RGB channel of the final render.
Color+alpha – This will cause This causes 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 are affected by the transparency of the material.

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Fwd / Back coeff – Controls the direction of scattering for a ray. A value of 1.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 0.0 means a ray will be scattered is scattered backward (towards the surface, to the outside of the object).

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Scatter Coeff – The amount of scattering inside the object. A value of 1.0 means rays will be are scattered in all directions; 0.0 means a ray cannot change its direction inside the sub-surface volume.

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

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Cutoff – A threshold below which reflections/refractions will not be are not 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.

Double-sided – When enabled, V-Ray will flip Ray flips the normals for back-facing surfaces with this material assigned. Otherwise, the lighting on the "outer" side of the material will be computed is computed always. You can use this to achieve a fake translucent effect for thin objects like paper.

Reflect On Back Side – When disabled, V-Ray will calculate Ray calculates reflections for the front side of objects only. Checking it will make makes V-Ray calculate the reflections for the back sides of objects too.

Use Irradiance map – When enabled, the irradiance map will be used is used to approximate diffuse indirect illumination for the material. If disabled, Brute Force GI will be is used in which case the quality of the Brute force GI is determined by the Subdivs parameter of the Irradiance Map. This can be used for objects in the scene which have small details that are not approximated very well by the irradiance map.

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Energy Preservation – Determines how the diffuse, reflection, and refraction color affect each other. V-Ray tries to keep the total amount of light reflected off a surface to less than or equal to the light falling on the surface (as in the real life). For this purpose, the following rule is applied: the reflection level dims the diffuse and refraction levels (a pure white reflection will remove any diffuse and refraction effects), and the refraction level dims the diffuse level (a pure white refraction color will remove any diffuse effects). This parameter determines whether the dimming happens separately for the RGB components or is based on the intensity:

Monochrome – Causes dimming to be performed based on the intensity of the diffuse/reflection/refraction levels.
Color
– Causes dimming to be performed separately on the RGB components. For example, a pure white diffuse color and pure red reflection color will yield a surface with a cyan diffuse color (because the red component is already taken by the reflection).

Glossy Rays as GI – Specifies on what occasions glossy rays will be treated are treated as GI rays:

Never – Glossy rays are never treated as GI rays.
GI Rays – (Default) Glossy rays will be treated are treated as GI rays only when GI is being evaluated. This can speed up rendering of scenes with glossy reflections.
Always – Glossy rays are always treated as GI rays. A side effect is that the Secondary GI engine will be used are used for glossy rays. For example, if the primary engine is irradiance map and the secondary is light cache, the glossy rays will use light cache (which is a lot faster).

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