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Toon Material
This is a type of material that have shadows and highlights appear as blocks of color and results in a flat image of less number of shading colors along with a distinct-colored ink used for outlines and contour lines. The Toon material is used for creating Toon shaders and emulates the style of a cartoon on a two-dimensional illustration. Toon materials require a Toon Lighting Mode in order to work. They can also accept a Toon Ramp to add a color range for the shader’s diffuse channel (albedo color) or to the shader’s specular channel (Figure below).
Attributes of the Toon Node:
- Diffuse - This is the reflection channel, or the albedo value of the toon shader.
- Specular - This is the 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 - This is the roughness of the Specular reflection channel. The appearance of the Toon Shading’s Specular reflection becomes more prevalent as the roughness of the Specular reflection channels decreases.
- Toon Lighting Mode – This is set on ‘Camera Light’ by default.
The OctaneRender for ArchiCAD partially supports Toon Lighting. As there is no way for the plugin to setup Toon Lights, it is assumed that the Camera Light will be used, and therefore the Toon Material default Lighting Mode is set to Camera Mode.
Toon Lights (Toon Directional Light or Toon Point Light) should be used for Toon Material to work effectively, and if you like to experiment you can export your ArchiCAD scene to an OCC/ and open it in the Standalone and there work with the Toonlights (see more after this section).
- The Toon Ramp is used to control the amount of detail in toon shading. It provides the positions for mapping a range of colors to the Toon material’s Diffuse channel or Specular channel, and the resulting color range is based on the hue set by that respective channel. You can add more positions to increase the number of colors in the range. The Toon Ramp is applied to the parameters Toon Diffuse Ramp or Toon Specular Ramp as below.
- Toon Diffuse Ramp - This is the color/float range that defines how the toon shading’s albedo value (or diffuse color) will vary over a surface.
- Toon Specular Ramp - This is the color/float range that defines how the toon shading’s specular value will vary over a surface.
- Bump - This is the Bump channel, which is used to simulate a relief using a greyscale texture interpreted as a height map.
- Normal - This is the Normal channel, which is used to distort normals based on an RGB image.
- Displacement - This is the channel, which is used to create highly detailed geometry with a low memory footprint.
- Outline Color - This is the color used for the outline and contour edges of the surface.
- Outline Thickness - This is a float value to define and propagate the outline and contour edges used in the toon shading. A thickness of 0.0 means there is no appearance of any outline for that surface.
- Opacity - This is the Opacity channel, which controls the transparency of the toon material via greyscale texture.
- Smooth - his is a boolean value to enable or disable normal interpolation. If normal interpolation is disabled, triangle meshes will appear ‘facetted’.
- Rounded Edges Radius - This is the radius of the rounded edges that are rendered as a shading effect.
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