Just messing with the toon shader.
Any reason why I get weird masked black area when viewing at certain angles on a flat plane or large object...I think it's something to do with the line setting, but the desired effect would be a borders without the clipped black?
Toon shader, black clipping
Moderators: ChrisHekman, aoktar
- mikeadamwood
- Posts: 165
- Joined: Sat Sep 17, 2016 11:51 am
Windows 11 Pro | ASUS Pro WSX80E | AMD Threadripper Pro 5975WX 32-Core | 256GB Micron 8x32GB 3200MHz ECC | 2x PNY RTX6000 ADA
What you are seeing is the nature of the beast. Simple toon shaders like Octane's use the camera/light facing ratios of the surface normals to apply the desired gradient/banding. It just doesn't work that well with large, flat surfaces. For basic outlines, you might be better off using Object or Material ID from an Info pass and adding it in post.
Animation Technical Director - Washington DC
- mikeadamwood
- Posts: 165
- Joined: Sat Sep 17, 2016 11:51 am
Dang was hoping I was doing something wrong..frankmci wrote:What you are seeing is the nature of the beast. Simple toon shaders like Octane's use the camera/light facing ratios of the surface normals to apply the desired gradient/banding. It just doesn't work that well with large, flat surfaces. For basic outlines, you might be better off using Object or Material ID from an Info pass and adding it in post.
Can't really see much use for it in most circumstances then...
Thanks for confirming!
Windows 11 Pro | ASUS Pro WSX80E | AMD Threadripper Pro 5975WX 32-Core | 256GB Micron 8x32GB 3200MHz ECC | 2x PNY RTX6000 ADA
- linograndiotoy
- Posts: 1361
- Joined: Thu Feb 01, 2018 7:10 pm
That shading issue shouldn't happen when toon material is set to Toon Light mode. It should only happen in Camera Light mode, where it's the expected behavior.
I've tried to reproduce it in both Octane for Blender, Octane for LightWave and Octane Standalone,. Everything works as it should, no "traveling" diffuse effect.
I've made some test in Octane for Cinema, and it looks like Toon lighting is always working in Camera Light mode as well, even if the Toon Material mode is set to Toon Light mode.
I've tried to reproduce it in both Octane for Blender, Octane for LightWave and Octane Standalone,. Everything works as it should, no "traveling" diffuse effect.
I've made some test in Octane for Cinema, and it looks like Toon lighting is always working in Camera Light mode as well, even if the Toon Material mode is set to Toon Light mode.
- linograndiotoy
- Posts: 1361
- Joined: Thu Feb 01, 2018 7:10 pm
So it turned out that the shading issue was related to the Outline option.
So there's really nothing wrong going on here here.
Since the outline is generated using a Fresnel effect, yes, what happens is totally natural. If we don't want to see that, we simply have to set the Outline Thickness to zero (basically what frankmci wrote!).
We'll see some huge improvements to Octane's Edge Tracing features, as showed in the Life After Octane 4 video:
https://youtu.be/6ChweQETKTE?t=502
Still, you can get some nice cel shaded renders right now:
So there's really nothing wrong going on here here.
Since the outline is generated using a Fresnel effect, yes, what happens is totally natural. If we don't want to see that, we simply have to set the Outline Thickness to zero (basically what frankmci wrote!).
We'll see some huge improvements to Octane's Edge Tracing features, as showed in the Life After Octane 4 video:
https://youtu.be/6ChweQETKTE?t=502
Still, you can get some nice cel shaded renders right now:
- linograndiotoy
- Posts: 1361
- Joined: Thu Feb 01, 2018 7:10 pm
- blastframe
- Posts: 178
- Joined: Wed May 21, 2014 6:01 am
- Location: Los Angeles, CA USA
I'd love to see this, linograndiotoy