TOON MATERIAL

This material allows you to make toon shading. Also called Cel-Shading. Cel-Shading is a technique used to describe three-dimensional objects that are rendered in the same way as a cartoon or comic book. In this technique colors appear to be quantized rather than smooth compared to other material types. It does not yield photorealistic results. In Octane, to use properly Toon shader, it is necessary to use Toon lights. We would explain the Toon Light in the "Octane Lights" section, but the materials we create will not be effective without toon lights. So we will explain them here.

Now, before describing the Toon Shader options, let's say that the Diffuse / Specular and Roghness values alone are not enough to create the toon material. These 3 options are important according to the settings you make in the "Toon" channel.



DIFFUSE

Diffuse channel works just as it is in Diffuse material. But here you can not get the result you want when used alone. The float option changes the greyscale values of the material. In the RGB section, you can specify the material color. You can use any greyscale / RGB or procedural texture from the Texture option. However, using the options on the "Toon" channel to create a Toon effect that looks nice to the eye is a more accurate choice. We will explain the details about this in "Toon" option.    



SPECULAR

Used to create a specular highlight and the strength on the material. The float option is for giving specular color greyscale values. You can adjust the color of your specular highlight from the RGB option. As you will see in the toon channel, you can also make it look different by assigning ramp to the specular highlight. Finally, you can define any greyscale / RGB or procedural texture from the texture option.



ROUGHNESS

The roughness here is to adjust the size of the specular highlight. Grey scale values should be used. If you are going to use the RGB option except Float in this case, make sure it is in greyscale values. You can assign greyscale procedural or Image texture to the texture channel. For example, you can get toon shading drawing irregular by assigning noise or other texture types.



TOON

From this parameter you can make your render more interesting by using many features of the toon shader. Now let's look at the options here:

Lighting Mode / Toon Lights: This option uses Toon Lights on the scene to illuminate.

Lighting Mode / Camera Light: With this option you will see the lighting according to your camera angle. It depends on the angle of view. Lighting is not realistic.  



ADD DIFFUSE TOON RAMP: With this option you start to use gradient mode by adding a diffuse ramp. So you can expand the limits of the diffuse channel and at the same time adjust the colors as you like. If you use this option, we recommend that you set the float value of diffuse to 1 and cancel RGB. So you can see all the colors in the toon ramp. Toon ramp settings are classic gradient settings. From here you can enter the desired colors in the gradient section. In the picture below, a toon ramp is created using the colors between yellow and red.    



ADD SPECULAR TOON RAMP: With this option you start to use gradient mode by adding a specular ramp. Thus you can change the color limit and appearance of the specular channel. You can also use it in conjunction with the Diffuse ramp.  



OUTLINE COLOR: With this option you can specify the outline color by assigning texture. If you want an outline color in the black or white range, you can assign "floattexture" to the texture channel. If you want a colored outline, you can assign "RGB Spectrum" to the texture channel.



OUTLINE THICKNESS: With this option you can adjust the outline thickness.




TOON LIGHTS

Toon Lights should be used for Toon Material to work effectively. Developed only for this material type. There are 2 different types of light: Toon Point Light and Toon Directional Light. Now let's explain these types of light:

TOON POINT LIGHT: This option adds point light to the scene. Depending on your purpose, you can set "point light" to your desired position in your scene. It is suitable for local illumination.


When you create this light, you will see the ToonPointLight and the Light Tag next to it in the object manager. When you select Light Tag you will see some options. From these options you can select the light type in the "MAIN" tab. We will discuss this topic in detail at Octane Lights. The section that interests us is the options on the "toon light" tab. You can change the brightness and intensity of the light by assigning octane textures to the texture channel. For example, if you want only to change the intensity of the light, you can assign "Floattexture" to the texture channel and set the float slider to the desired value. However, if you want to play with both light and intensity, you can assign "RGB spectrum" and change the strength of the light with color. The following pictures show both cases.



TOON DIRECTIONAL LIGHT: It adds directional light to the scene. It is like the native sunlight object of Cinema 4D and is suitable for global lighting. Rotation is more important than Position. The options we have already mentioned in "point Light" are also available here. So we will not repeat it.