Toon Material Glass

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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blastframe
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Hello,
I am trying to create a glass Toon Material. How can I go about this? I am having trouble getting a transparent diffuse with full opacity specular using the Toon Material. I have tried turning off the diffuse channel, but it's just black.
Screenshot 2020-11-27 105037.jpg
Thank you!
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bepeg4d
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Hi,
to mimic a transparent toon material, firstly you need a Toon Light for the effect, and you need to set the Opacity at 50%, with Specular Ramp:
63929E21-BC82-4A79-B8DA-39517030596D.jpeg
ciao Beppe
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blastframe
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Hi Beppe,
Thank you for the reply. This doesn't work for my project unfortunately. As mentioned in the original post, I need the material's diffuse to be completely transparent with full opacity specular reflections. Is that possible with Octane's Toon Material?
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bepeg4d
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The Toon material is not designed for this, but since it is a material, you can mix/compose it with any kind of other material, to obtain the effect you want.

ciao Beppe
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blastframe
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bepeg4d wrote:The Toon material is not designed for this, but since it is a material, you can mix/compose it with any kind of other material, to obtain the effect you want.

ciao Beppe
Hi Beppe, thank you for the message. I'm sorry, but I don't understand what you're suggesting. How would I compose it is so we only see the Toon Specular? If you're advising that I use a Mix/Compose/Layered Material, I don't see how I could use a Toon Material as a Sub-material or Material Mask. Toon Ramps/Materials nodes do not connect to these ports.

Thank you.
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bepeg4d
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Do you mind to share a screenshot of the result you are looking for?

ciao Beppe
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blastframe
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Sure. This was achieved using the Cel Shader in the Alpha Channel of Cinema 4D's Standard Material. The ramp goes from white to 1% black to %3 black. There are two Infinite Lights in the scene. Please note that the Specular is at full opacity. Thank you for the help.
Screen Shot 2020-12-02 at 9.06.26 AM.png
Screen Shot 2020-12-02 at 9.07.24 AM.png
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blastframe
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Here is a completely transparent diffuse material made in Blender (from this post):
Screen Shot 2020-12-02 at 9.19.12 AM.png
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bepeg4d
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Hi,
try to play with a Falloff node in the Opacity channel, and Roughness value:
F591C2EF-CF8D-4CD0-B558-DCB6250F97F4.jpeg
ciao Beppe
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blastframe
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Hi Beppe,
I really appreciate the help, thank you. This seems closer. In trying to replicate your setup, the Falloff is affecting the opacity of the Specular which is undesired. It appears to be the same for your Specular, which is semi-transparent. It's creating a gradient in the material's Diffuse which I do not want: I need it to be transparent (or very close). Also, this setup has the Diffuse being the same color as the background, which will not work with my project where the glass will be in front of different colors. I have attached my scene file in case I am doing something incorrectly in replicating your setup.
Toon_Glass.zip
Toon Glass Scene
(100.57 KiB) Downloaded 179 times
ToonGlass.jpg
Is it possible for the Specular to be fully opaque and the Diffuse close to fully transparent?

Some ideas:
  • Are there any Octane/OSL shaders that will react to Toon lights that can be quantized (or use a Gradient with Constant knots) and added to the Opacity channel?
  • How is the OSL[util] "Raytype" used and could it be used to isolate the specular?
  • Does the ToonRamp node work with any other node besides the Toon Material?
  • Perhaps this possible with a non-Toon material?
Thank you!
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