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

 

Overview


Overview

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VRayToon is

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a very simple atmospheric plugin that produces cartoon-style outlines on objects in the scene. The settings for a single VRayToon atmospheric are applied to all objects selected for inclusion. Multiple toon styles can be represented in a scene by creating several

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VolumeVRayToon atmospherics and including/excluding different sets of objects.

VRayToon has been implemented as an atmospheric effect for several reasons:

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  • Very simple implementation.
  • Works with any geometry supported by V-Ray, including displaced objects, Procedural Fur and Proxy Objects.
  • Works with any camera type supported by V-Ray (spherical, fish-eye, etc.).
  • Works with any camera effect (depth of field and/or motion blur).
  • Works with ray traced effects such as reflection and refraction.
  • Smooth and consistent outlines for intersecting objects.

VRayToon is not intended to be a full NPR (non-photorealistic rendering) effect. However, it may be useful in many cases.

The source of VRayToon is available as part of the V-Ray SDK.

 

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VRayToon effect must be added in a V-Ray Environment node (out network) to work. For more information, see the How to add V-Ray Toon Effect tutorial.

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UI Paths:


||mat Network|| > Effect > Toon
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Main

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Enable – Enables the ||shop Network|| > V-Ray Material node > Effect > Fog

 

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Toon effect. See the Toon Effect example below.

Silhouette

Color – Specifies the color of the outlines using a map. See the Line Color example below.

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Width – Specifies the width of the outlines using a map.

Width Units – Specifies if the width of the lines will be measured in Pixels or in World units.

Opacity – Specifies the opacity of the outlines using a map.

Options

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Compensate Camera Exposure – When enabled the VRayToon will compensate the Line Color brightness to adjust for any Exposure correction from a VRayPhysicalCamera.

Hide Inner Edges – Determines whether lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box).

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Interior Edges

Disable Interior Edges – When enabled, uses the same Color/Width parameter values for both silhouette and interior edges.

Adjust Interior Edges – When enabled, allows you to specify the color and width of the interior edges.

Color – Specifies the color of the cartoon line at interior edges.

Width – Specifies the cartoon line width of interior lines.

Controls

Opacity – Specifies the opacity of the outlines using a map.

Normal Threshold – Determines when lines are created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles

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generate internal lines. Higher values mean that

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smoother normals can also generate an edge. Don't set this value to pure 1.0 as this

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fills curved objects completely.

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Interior Threshold – Determines when outlines

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are created for overlapping parts of one and the same object. Lower values

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reduce the internal overlapping lines, while higher values

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produce more overlap lines. Don't set this value to pure 1.0 as this

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fills curved objects completely.

Silhouette Threshold – Determines when outlines are created for overlapping parts of one and the same object. Lower values reduce the outer overlapping lines, while higher values produce more overlapping outer lines.

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Depth Curve

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Multiply by Depth from Camera – Enables a curve for controlling the Width based on distance from the camera.

Min./Max. Depth – Defines the minimum/maximum distance where the depth-based Width takes effect. Edges at points closer than the Min Depth are rendered with the Width at position 0. Edges further than the Max Depth are rendered with Width at position 1.

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When the Depth Curve is disabled, the outline width is constant (in pixels) for all affected objects at any distance from the camera. Enabling the curve control, allows you to specify how the width changes for objects close or away from the camera.

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Angular Curve

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Multiply by Facing Ratio – Enables a curve for controlling the Width depending on the view angle.

Angular Curve – A point at position 0 means that the angle between the normal and the view vector is 0 degrees. A point at position 1 means that the angle between the normal and the view vector is 90 degrees. 

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Draw Edges on Material Boundaries – When enabled, renders lines on the material boundaries if the mesh has multiple materials. This option requires that all materials have an assigned Material ID.

Show Toon Lines in Reflections

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 – When enabled, toon lines

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are shown in reflections.

Trace Bias – Determines the ray bias when the outlines are traced in reflections/refractions. Depends on the size of your scene.

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Compensate Camera Exposure – When enabled, the VRayToon compensates the Color brightness to adjust for any Exposure correction from a V-Ray Physical Camera.

Only Show Edges in Toon AOV – When enabled, applies only to toon render channels.

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Example: Toon Effect


This example shows how the V-Ray Toon Effect produces cartoon-style outlines on an object and boosts the effect of the V-Ray Toon material.

Here, a V-Ray Toon material is assigned to a mesh in both renders. A V-Ray Toon Effect is enabled in the second render.


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V-Ray Toon Effect can also be used without a V-Ray Toon material. For our second set of images, we have assigned a V-Ray Car Paint material to the mesh.


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Example: Line Color


This example shows the effect of the Color parameter. Here, a V-Ray Toon material is assigned to a mesh and a V-Ray Toon Effect is enabled.


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Color = black

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Color = grey

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Color = white

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Color = red

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Color = yellow

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