The V-Ray Toon Material Node helps create 2D cel and cartoon effects. 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 of 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.
If you wish to disable the material preview or adjust its quality to save processing power, you can do so from the Material Node.
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Refraction Color – Determines the color of the refractions. Note that the actual refraction color depends on the reflection color as well.
Refraction Glossiness – Controls the sharpness of refractions. A value of 1.0 means perfect glass-like refraction; lower values produce blurry or glossy refractions.
Refraction IOR – Index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light does not change direction.
Affect Shadows – This parameter causes the material to cast transparent shadows to create a simple caustic effect, dependent on the Refraction Color and the Fog Color.
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Translucency
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Translucency Type – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that Refraction must be set to a color different than black, for this effect to be visible.
None – When selected, the only available parameters are the Fog Color and Depth (cm). Together with the Refraction Color, they determine the attenuation of light as it passes through the material. In this mode, there is no subsurface scattering. Volumetric – Works together with the Refraction Color to scatter light inside the object. This is useful for liquids and other highly transparent materials. The Refraction Color and Refraction Glossiness determine respectively how much of the interior of the object is visible and how rays interact with the object’s surface. SSS – Works independently of the Refraction Color/Glossiness and is useful for skin, wax, marble and other relatively opaque materials.
Illumination Method –Determines how direct illumination is computed for sub-surface scattering.
Directional – The directional method tends to propagate more light in the direction, from which the surface is lit. Uniform – The uniform method spreads light more uniformly inside the material. Note that it is not supported on V-Ray GPU.
None
Fog Color – The attenuation of light as it passes through the material. This option helps simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the Fog Color depends on the absolute size of the objects and is therefore scene-dependent.
Depth (cm) – Controls the strength of the fog effect. Higher values reduce the effect of the fog, making the material more transparent. Smaller values increase the fog effect, making the material more opaque.
Fog Depth – Allows a node to be attached to control the strength of the fog effect.
Volumetric
SSS Amount – Blends between full scattering and pure refraction.
Scatter Color – Determines the color of the scattered light.
Fog Color – Controls the absorption of the material.
Depth (cm) – Controls the strength of the fog effect. Higher values reduce the effect of the fog, making the material more transparent. Smaller values increase the fog effect, making the material more opaque.
Fog Depth – Allows a texture to be attached to control the strength of the fog effect.
SSS
SSS amount – Blends between the diffuse color of the material and the SSS effect by reducing the diffuse component of the material and replacing it with the sub-surface scattering effect.
SSS Color – Determines the color of the scattered light.
Scatter Radius – Controls how far each of the red/green/blue components travels inside the volume.
Scale (cm) – Controls the strength of the SSS effect.
Fog Depth – Allows a node to be attached to control the strength of the SSS effect.
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Trace Refractions – Enables refractions for the current material.
Max Depth – The number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look correct.
Affect Alpha – Allows the user to specify which channels are going to be affected by the transparency of the material.
Color Only – The transparency affects only the RGB channel of the final render. Color+alpha – This causes the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha. All channels – All channels and render elements are affected by the transparency of the material.
Enable Dispersion – Enables the calculation of true light wavelength dispersion.
Aberration – Allows the user to increase or decrease the dispersion effect. Lowering it widens the dispersion and vice versa.
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Toon Edges Override
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This rollout gives you the option to override the VRayToon effect. Note that controlling the parameters works only if the object has assigned V-Ray Toon volumetric in combination with the V-Ray Toon Node Material.
Enable Override – Enables the Toon Edges Override effect.
Toon Edges Priority – The Toon Edge Priority is taken into consideration when two edges overlap. If the two objects come with the same priority, for each part of the edge overlapping the object, V-Ray looks into the edge's corresponding settings. However, if any of the objects has its priority set higher, the whole edge is drawn with its settings. All materials other than the V-Ray Toon Node Material have their priority set to 0.
Line Color – Determines the color of the outlines.
Line Width Multiplier – Scales the global toon effect line width, multiplying it with a value from the range of 0 to 1. A value of 0 removes the outlines and a value of 1 renders the original line width specified in the V-Ray Toon volumetric.
Inner Line Control – Enable this option to get control over the inner edges.
Inner Line Color – Determines the color of the inner edges.
Inner Line Width – Scales the global width of the inner edges' outlines multiplying it with a value from the range of 0 to 1.
Outer Overlap 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 overlap outer lines.
Normal Threshold – Determines at what point lines are created for parts of the same object with varying surface normals (for example, at the inside edges of a box). Lower values mean that only sharper normals generate an edge, while a value of 0.5 means that 90 degrees or larger angles generate internal lines. Higher values mean that smoother normals can also generate an edge. Don't set this value to pure 1.0 as this fills curved objects completely.
Overlap Threshold – Determines when outlines are created for overlapping parts of one and the same object. Lower values reduce the internal overlapping lines, while higher values produce more overlap lines. Don't set this value to pure 1.0 as this fills the objects completely.
Mask Color Threshold – Sets a threshold for the mask color. The range is between a value of 0, where there are no outlines created and 1, where there are many outlines created.
Mask Color – Uses a color as a mask, creating more outlines, depending on the Mask Color Threshold value.