FurryBall Toon Material

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FurryBall Toon material






FurryBall Toon shader, designed for Cartoon look rendering - it supports Outline as well specular and reflection.




Diffuse

Color

Diffuse color.


There can be a texture connected to Diffuse color



To archive more cartoon look, you can connect texture OVER Layered texture and combine it with color.







Color Scale

Scale of multiplier - position

This color is multiplied with Diffuse color - can be gray, to achieve similar shade look, or colored.



There can be a texture connected to Selected position for achieve nice random look.



There can be a texture connected to each color separator. This texture will be multiplied with diffuse color.



Diffuse and Roughness

For tuning color grades.



Color input

The way how is Cartoon effect produced.

1) BRIGHTNESS and NORMALISED BRIGHTNESS - Default method by brightness of the image

2) FACING ANGLE - By object normals (effect is not affected by light)

3) LIGHT ANGLE -  By light


Contour

Width interpolation

0 - 1 (0-100%) How much is interpolate between Minimal and Maximal Width of Contour






Min and Max Width

Minimal and Maximal width of the Contour. (Variable Width has to be turned on, to use this effect)

Without enabled Variable Width, there is used Max Width for the size of Contour.


Variable Width

Disable and enable Variable Width.


Width 2                                                Width 6                                        Width 2-6 (Variable)



Outline

Outline Contour of the object between background or another objects,


Overlap

Default setup for line OVER same object


Undelap

Same as Overlap, but rendered on more distance part of the object (turned off by default)


Crease

Overlap for cube or plane type object with flat normals.


Components

Contour between more materials on the same object.


Outline only                                        Outline + Overlap                                Outline + Unerlap



Bias

For tune artifact caused by raytrace. (Depend on scene size)


Bias 0,1                                                Bias 0,3                                        Bias 0,6




         



Specular

Same as regular material

Include Anisotropy, Fresnel and Roughness






Reflection

Same as regular material



Bump mapping

Same as regular material



Transparency

Same as regular material



Alpha mask

Same as regular material



Velvet

Same as regular material


Matte

Same as regular material