OctaneImager Toonshading?
Moderators: ChrisHekman, aoktar
- JonathanWinbush
- Posts: 120
- Joined: Mon Apr 27, 2015 7:35 pm
- Contact:
I remember reading about toon shading in Octane 3 back in the presser in April? Are we able to do toon shading now I dont see the options anywhere.
Winbush.tv
Win10x64 / i7 SkyLake / Nvidia Titan X + 980ti / 32gigs Ram
Win10x64 / i7 SkyLake / Nvidia Titan X + 980ti / 32gigs Ram
- fatfreemedia
- Posts: 65
- Joined: Thu Jul 31, 2014 10:15 am
- Contact:
I think that's coming with 3.1 and the separate compositor.
Win10 64bit | 3 * GTX970 | i7 5930k | 32GB
Win10 64bit | 2 * GTX970 | i7 4790k | 16GB
Win10 64bit | 3 * GTX980 | i7 5930k | 32GB
Win10 64bit | 3 * GTX980 | i7 5930k | 48GB
Win10 64bit | 3 * GTX1070 | i7 6850k | 64GB
Win10 64bit | 2 * GTX970 | i7 4790k | 16GB
Win10 64bit | 3 * GTX980 | i7 5930k | 32GB
Win10 64bit | 3 * GTX980 | i7 5930k | 48GB
Win10 64bit | 3 * GTX1070 | i7 6850k | 64GB
I don't think there was specifically a 'toon shader on the way? It looked to me like Otoy was just using those images to promote the upcoming OctaneImager app that will enhance color grading abilities, and create the ability for "toon render" effects. My guess is that this is similar to a surface blur or smart blur type of filter in post. You can still setup your own cell shaders in Octane, but I don't think there is a toon shader material specifically for that on the way. If I'm wrong someone please chime-in!
Please post in Standalone forum for questions about the fundemantal features which about Renderer Core. This may help to getting some answers from Otoy. We don't write any codes on renderer side as a plugin developers. So we don't know anythings.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw