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I noticed that the toon shader is just colors for now and does not support textures into the ramp inputs. I am currently setting up our new animation pipeline for upcoming animated films. We need to be able to mimic different styles for different shows and are pretty much decided on FurryBall as our renderer. Right now the show we have coming up has a watercolor look to it and the only way I can replicate that in FurryBall is 2 passes, a color tone pass, and a grayscale texture pass, then mixing them in comp.
If you guys can add texture functionality to the ramp shader in future updates, that would be huge. No other GPU renderer on the market is even close to you on non-photo realistic side of rendering, and that would be the last huge hurdle to corner the cel shaded render market. Still love what you guys have and will be purchasing our bundle of licenses soon once we get a test of the pipeline done.
I tried messing with every single setting for a while and watching the new tutorial but I am still pretty clueless how he achieved that. I would really love a tutorial for fur like this or a brief explanation to get me in the right direction. Thanks so much
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