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Toon shader, black clipping
Posted: Thu Jul 05, 2018 8:53 pm
by mikeadamwood
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?
Re: Toon shader, black clipping
Posted: Fri Jul 06, 2018 1:18 pm
by frankmci
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.
Re: Toon shader, black clipping
Posted: Fri Jul 06, 2018 9:06 pm
by mikeadamwood
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.
Dang was hoping I was doing something wrong..
Can't really see much use for it in most circumstances then...
Thanks for confirming!
Re: Toon shader, black clipping
Posted: Fri Sep 28, 2018 7:22 am
by linograndiotoy
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.
Re: Toon shader, black clipping
Posted: Fri Sep 28, 2018 3:24 pm
by linograndiotoy
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:
Re: Toon shader, black clipping
Posted: Fri Oct 05, 2018 4:44 pm
by linograndiotoy
I've been experimenting some techiniques to get proper edges for any kind of object shape.
I'll put some more time on it, then explain the technique here.
Re: Toon shader, black clipping
Posted: Fri Oct 05, 2018 6:49 pm
by blastframe
I'd love to see this, linograndiotoy
Re: Toon shader, black clipping
Posted: Wed Oct 24, 2018 6:05 pm
by pryzm
Would love to see this as well! Pretty sweet Lino!