Octane Toon Shading
Node Inputs/Outputs
- Inputs
Diffuse: The Diffuse reflection channel, or the albedo value of the Toon shader.
Specular: The Specular reflection channel, which behaves like a coating on top of the Diffuse layer and creates a highlight on the surface depending on the incident light angle and the camera's viewpoint. A value of 0 means there is no highlight at all.
Roughness: The Specular reflection channel's roughness. The appearance of the Toon shading's Specular reflection becomes more prevalent as the roughness of the Specular reflection channels decreases.
Diffuse Ramp: The color/float range that defines how the Toon shading's albedo value (or diffuse color) varies over a surface.
Specular Ramp: The color/float range that defines how the Toon shading's Specular value varies over a surface.
Bump: Simulates a relief using a Greyscale texture interpreted as a height map.
Bump Height: Sets the height of the bump map.
Normal: Distorts normals based on an RGB image.
Displacement: Creates very detailed geometry with a low memory footprint.
Outline Color: The color used for the surface's outline and contour edges.
Outline Thickness: Defines and propagates the outline and contour edges used in the Toon shading. A thickness of 0.0 means there is no outline for that surface.
Opacity: Controls the Toon material transparency with a Greyscale texture.
Round Edges: Smooth sharp edges during render time. When the Round Edges node is connected to this input, the following attributes are available:
Mode: The Fast mode uses the rounding method introduced in OctaneRender® v3. The Accurate mode produces better-looking results, but may be slower. Accurate mode can select the affected edges by using the Concave Only or Convex Only options.
Radius: The rounded edge's radius.
Roundness: Controls the rounded edge's shape. A value of 1 is completely round, while 0 is a chamfer.
Consider Other Objects: Controls how rounded edges are applied to different objects. When enabled, intersections between different objects are rounded. When disabled, only the current object is considered.
Samples: The number of rays to use when sampling neighboring geometry.
- Outputs
Octane Toon Material: This is the output of the node that is plugged into the surface material node input.
Toon Material Attributes
Diffuse: The Diffuse reflection channel, or the albedo value of the Toon shader.
Specular: The Specular reflection channel, which behaves like a coating on top of the Diffuse layer and creates a highlight on the surface depending on the incident light angle and the camera's viewpoint. A value of 0 means there is no highlight at all.
Roughness: The Specular reflection channel's roughness. The appearance of the Toon shading's Specular reflection becomes more prevalent as the roughness of the Specular reflection channels decreases.
Lighting Mode: Since Toon Lighting is required for Toon materials to work, this attribute defines where the Toon lighting is drawn from. This can be from the camera direction (Camera Light), or from OctaneRender® Toon Lights. If Toon Lights is the selected mode, Toon materials will need either a Toon point light or a Toon directional light included in the scene in order to work.
Bump Height: Sets the height of the bump map.
Outline Color: The color used for the surface's outline and contour edges.
Outline Thickness: Defines and propagates the outline and contour edges used in the Toon shading. A thickness of 0.0 means there is no outline for that surface.
Opacity: Controls the Toon material transparency with a Greyscale texture.
Smooth: Enables normal interpolation. If disabled, triangle meshes will appear faceted.
Smooth Shadow Terminator: If enabled, the self-intersecting shadow terminator for low polygon objects is smoothed according to the polygon's curvature.