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Overview

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2D cel and cartoon effects can easily be achieved with the VRayToonMtl. 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 VRayToon to add custom outlines for inky effect.

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UI Expand
titleUI Path: ||Right-click on the geometry|| > Assign New Material...
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||Right-click on the geometry|| > Assign New Material... > VRay section > VRay Toon Mtl


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||V-Ray Shelf|| > Right-click to Create V-Ray Materials button > VRay Toon Mtl

 


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||Hypershade|| > Window tab > Create... > VRay section > VRay Toon Mtl



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Swatch Properties

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This section allows you to control the swatch for the VRayToonMtl material.

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Auto update – When enabled, the view in the swatch updates automatically every time one of the VRayToonMtl properties is changed. When the check box is not selected the swatch does not update automatically but you are able to update it manually with the Update button.

Max resolution – Determines the maximum resolution of the swatch.

Update – When clicked, forces an update of the swatch.

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Basic Parameters

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

Amount – A multiplier for the base texture. 

Diffuse Ramp

The Diffuse Ramp controls the diffuse 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 Ramp Offset – Grayscale texture used to offset the ramp position for the respective shaded point.

Diffuse output offset – Amount used to offset the ramp position by a static value. Useful when the ramp offset texture has values in [0, 1] range but the user wants values in [-0.5, 0.5] range instead.

Opacity Map – Assigns opacity to the material where white is completely opaque and black is completely transparent. You can also assign a map by clicking the check board button. This way you can create a material that has a non-uniform opacity.

Opacity Mode – Controls how the opacity map works.

Normal – The opacity map is evaluated as normal: the surface lighting is computed and the ray is continued for the transparent effect. The opacity texture is filtered as normal.
Clip – The surface is shaded as either fully opaque or fully transparent depending on the value of the opacity map (i.e. without any randomness). This mode also disables the filtering of the opacity texture. This is the fastest mode, but it might increase flickering when rendering animations. 
Stochastic
 – The surface is randomly shaded as either fully opaque or fully transparent so that on average it appears to be with the correct transparency. This mode reduces lighting calculations but might introduce some noise in areas where the opacity map has gray-scale values. The opacity texture is still filtered as normal.

Roughness Amount – Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).

Self-Illumination – The self-illumination color of the material. A texture map can be used for the self-illumination color by clicking on the check board box next to the color slider.

Self-Illumination GI – When enabled, the self-illumination affects global illumination rays and allows the surface to cast light on nearby objects. Note, however, that it may be more efficient to use area lights or VRayLightMtl material for this effect.

Compensate Exposure – When enabled, the intensity of the Self-Illumination will be adjusted to compensate the exposure correction from the VRayPhysicalCamera.

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Shadow Control

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The following options control the shadow received by the material and not the shadow cast from the material.

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Shadow Blend On  When disabled, the shadow is considered as negative light amount and used by the diffuse ramp for color selection. When enabled, the shadow is rendered separately and can be blended with the diffuse color.

Shadow Color  Texture that modifies the shadow color.

Shadow Opacity  Strength of the shadow when blending with the diffuse color. A value of 0 means completely transparent shadow (or no shadow), while a value of 1 gives full shadow result. 

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Light Control

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Replace light color – When enabled, the color for all lights illuminating an object with the current material is replaced by Light Color.

Light Color – Replacement color for the original light color.

Light Blend Mode – Mode for blending the original light with the diffuse color.

None
Normal 
Over 
Add 
Subtract 
Multiply 
Lighten
Darken
Saturate
Desaturate
Illuminate

Light Blend Intensity – Amount for blending the original light and the diffuse color. A value of 0 results in no light blending, while a value of 1 results in full light blending. A texture map can be used here. 

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Material Transparency

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Get transparency ID from – Source for IDs used by the material transparency list. Currently supported sources are VRay Object ID and VRay Material ID.

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Material Transparency List

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This is a list of transparency amounts. A transparency value is used if an object/material with the respective value is behind the object with the current material.

 

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Add New Item – Adds a new sub-texture to the Material Transparency list.

Used – Enables the sub-texture for rendering.

Value – For modes that use IDs, specifies the ID that will correspond to each texture.

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Reflection

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Reflection Color – The reflection color dims the diffuse surface color.

Amount – A multiplier for the reflection color.

Specular Ramp

This ramp controls the 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.

 

Reflection Glossiness – Controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. Use the Reflection Subdivs parameter below to control the quality of glossy reflections.

Reflection subdivs – Controls the quality of glossy reflections. Lower values render faster, but the result is noisier. 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 SamplerThis parameter is not available when the renderer is set to CUDA.

Use Fresnel – When enabled, makes the reflection strength dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction as well.

Glossy Fresnel – When enabled, uses glossy fresnel to interpolate glossy reflections and refractions. It takes the Fresnel equation into account for each "microfacet" of the glossy reflections, rather than just the angle between the viewing ray and the surface normal. The most apparent effect is less brightening of the grazing edges as the glossiness is decreased. With the regular Fresnel, objects with low glossiness may appear to be unnaturally bright and "glowing" at the edges. The Glossy Fresnel calculations make this effect more natural.

Lock Fresnel IOR to Refraction IOR – Allows the user to unlock the Fresnel IOR parameter for finer control over the reflections.

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.

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