Toon material
Toon materials have shadows and highlights that appear as blocks of color, resulting in a flat image with fewer shading colors and a distinct colored ink used for outlines and contour lines. The Toon material can create Toon shaders and emulate a cartoonish style of two-dimensional illustrations. Toon materials require a Toon lighting node 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 2).
Figure 1: Toon material Node
Figure 2: A Toon Ramp connected to a Toon material node's Diffuse ramp input pin
Parameters
- Compatibility version - The Octane version that the behavior of this node should match.
- 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.
- Toon 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, 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.
- Toon Diffuse Ramp - The color/float range that defines how the Toon shading’s albedo value (or diffuse color) varies over a surface.
- Toon Specular Ramp - The color/float range that defines how the Toon shading’s Specular value varies over a surface.
- 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 Grayscale texture.
- Bump - Simulates a relief using a Grayscale texture interpreted as a height map.
- Bump height - The height represented by a normalized value of 1.0 in the bump texture. 0 disables bump mapping, negative values will invert the bump map.
- Normal - Distorts normals based on an RGB image.
- Displacement - Creates very detailed geometry with a low memory footprint.
- Smooth - Enables normal interpolation. If disabled, triangle meshes will appear faceted.
- Smooth Shadow terminator - If enabled, self-intersecting shadow terminator for low polygon is smoothed according to polygon's curvature.
- Round Edges - Rounds the geometry edges by using a shading effect rather than creating additional geometry. Refer to the Round Edges topic in this manual for more information.
- Custom AOV - Writes a mask to the specified custom AOV.
- Custom AOV Channel - Determines whether the custom AOV is written to a specific color channel (R, G, or B) or to all the color channels.