Comments: 45
LexterBak [2017-02-03 11:06:15 +0000 UTC]
May i ask, if i wan to apply this toon shader on my object and make an animation short flim, What kind of lighting should i use for this toon shader???
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LexterBak [2017-02-03 11:01:12 +0000 UTC]
May i ask, if i wan to use this shader on my object and i wan to do an animation short flim for project, What kind of lighting should i use for this toon shader??
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SPereiro [2014-11-13 21:11:35 +0000 UTC]
Hello. Thanks for the lesson.
But could you help with a certain problem? I want to draw 3d model in 2d style.
Using your material pattern covered with ragged outline on the edges, and has circuits inside.
images.gameru.net/image/directβ¦
Can I customize the material so that it covers the model as shown in the screenshot?
images.gameru.net/image/directβ¦
In a sense, clear sharp contours on the faces of the object.
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chompotron [2013-09-16 17:08:47 +0000 UTC]
No matter how many times I try this, it just comes out just theΒ toonBlueOutline color all over. There must be something Im missing.
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Shikijiyu In reply to chompotron [2014-01-08 18:19:16 +0000 UTC]
Try moving around the two colors on the outline ramp.Β You might even have to flip them (put the bottom one on top and the top one on the bottom).
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Edmundo096 [2013-09-07 09:20:25 +0000 UTC]
Gonna try it tomorrow, looks nice! Thanks..
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ape248 [2013-08-24 20:21:09 +0000 UTC]
Thank you! Very good Tut!
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Shikijiyu In reply to Tyrlova [2014-01-08 18:16:36 +0000 UTC]
Sure...Β but then you don't learn how to make it on your own.
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iamYORGOS [2013-05-31 00:21:27 +0000 UTC]
Can I add this to an existent material?
I already have a texturized material, and well I'd like to give it the celShade look.
Do you know what do I have to exchange for the image file?
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Shikijiyu In reply to iamYORGOS [2014-01-08 18:15:14 +0000 UTC]
There is a way to do it, but it's a little complicated.Β Basically, if you want your texture to come through, but still want it to look like toon shading, then you need to plug the texture into each one of the slots in your ramp for the color.Β In order to still get that banded shading look, though, you will need to go into each file node and turn down the gain for each of the ramp sections that you want to be darker.
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iamYORGOS In reply to Shikijiyu [2014-02-15 03:12:36 +0000 UTC]
Hmmmm I see.Β
I'll try that, thanks a lot, fella.Β
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kSchuck [2013-05-08 05:45:57 +0000 UTC]
this was great, thank you. since all i can find these days are paid for tutorials. this worked perfectly.
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fungster [2013-04-29 22:49:21 +0000 UTC]
what is your advice for combining toon shading with custom textures. or can it be even done?
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Shikijiyu In reply to fungster [2014-01-08 18:18:41 +0000 UTC]
It can be done!Β It's kind of a pain, though.Β You have to connect your textures/images to each of the slots in your color ramp.Β You just need to make each texture/image darker and darker (just like each of the ramp colors is darker than the last, giving you that banded toon shading look).
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fungster In reply to Shikijiyu [2014-01-08 21:05:48 +0000 UTC]
thanks I'll give that a try
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Chozan [2013-04-19 13:25:31 +0000 UTC]
how can i control the thickness of the outline...??? i got like very "thick"
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Shikijiyu In reply to Chozan [2014-01-08 18:16:57 +0000 UTC]
By adjusting the positions of the colors on the outline ramp.
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LimitlessAsSky [2013-03-11 13:14:34 +0000 UTC]
Thanks for sharing this. Has been very helpful putting together a Cartoon Template Shader for me to use in my animation work.
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Montambault [2013-01-30 04:40:49 +0000 UTC]
I know it's late but thanks alot !
And also, is it possible to plug a texture map that could "replace" the map but still have a "toon" shading ?
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Shikijiyu In reply to Montambault [2013-03-19 20:22:31 +0000 UTC]
Well "toon" shading is really just shading without gradients. Instead of a soft falloff from where the light strikes it to the darker area in shadow it is just a couple solid colors. You could replace either of those solid colors on the color ramp by plugging textures into those color slots (the same way we plugged the color ramp into the outline ramp). So it certainly CAN be done, but whether it gives you what you want is hard to say.
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PLehnard [2012-11-30 20:44:43 +0000 UTC]
Well made tutorial.
Thank you very much for sharing.
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teapleez [2012-11-17 03:14:02 +0000 UTC]
I'll try this out soon and let you know how it goes!
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anarchemitis [2012-06-19 21:38:01 +0000 UTC]
Thanks a lot!
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aaawhyme [2012-05-28 08:39:13 +0000 UTC]
this is beautiful...
you are beautiful...
thank you so much.
;_;
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04badboy [2012-03-28 10:02:19 +0000 UTC]
Thank you so much its really helpful. Thanks for upload.
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04badboy [2012-03-28 10:00:33 +0000 UTC]
Thank you so much. Its really helpful.
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mintertweed [2011-11-14 04:48:54 +0000 UTC]
What if I wanted to add a texture to my cel-shaded object, how would I go about doing that?
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Aquin7777 [2011-09-20 22:41:05 +0000 UTC]
Wow, very well explained and a good end result with lots of options after completion. This is a great tutorial.
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abazou [2011-03-11 01:20:44 +0000 UTC]
did u test the maya 2011 toon shader?
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VinnyLT [2011-02-22 01:18:57 +0000 UTC]
i will test this out. thanks for the upload.
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Leonstrife1087 [2010-12-18 16:43:50 +0000 UTC]
this looks handy, I plan to use cel-shaders for a project of mine this is going to my favourites list so I can always go back to it
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ChronosAbyss [2010-11-16 23:49:48 +0000 UTC]
Wow, this is very precise and helpful!
But my outline takes over the entire sphere. I've tried fiddling with everything I can think of, including all the ramps, but it's either all black or gradient shaded...
Any thoughts?
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ShackMR [2010-07-26 16:51:17 +0000 UTC]
hmmmm why do you do the whole thing manually using a phong instead of using the toon settings and manipulating the colors?
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ShackMR In reply to ShackMR [2010-07-27 01:59:58 +0000 UTC]
never mind i see what you did
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Pie89 [2010-06-08 00:51:06 +0000 UTC]
rele helpful thanks!
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Shikijiyu In reply to Pie89 [2010-06-02 20:14:44 +0000 UTC]
Try adjusting the positions of the colors on the outline ramp?
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Shikijiyu In reply to master3d [2010-03-22 15:58:11 +0000 UTC]
I don't know much about Max - but I don't think it is quite the same in the sense that Maya is "node driven." However, I am sure the same thing could still be very much accomplished. I would love to know if you try.
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