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Brushed Shading for Maya/MaterialX

Toon Glass (Arnold)

ND_ToonGlass_surfaceshader

Stylized glass surface. Includes center clarity, edge thickness, and specular tone mapping.

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Inputs / Parameters

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Glass Tint

Tints the color of the glass.

Edge Color

The color of the edge, representing the thicker part of the glass viewed from glancing angles.

Center Clarity

Amount eminating from the center outwards to have no effect to the brush shading on the refraction.

Edge Transparency

Amount of transparency for the edge. A value of 0 will make the edges complete;y opaque.

Edge Thickness

Thickness of the stylized edge.

IOR

The Specular IOR defines the index of refraction (IOR) of the base dielectric. Higher IORs produce a stronger specular reflection.

Thin Walled

In the thin-walled mode, the surface is considered to be a (microscopically) thin two-dimensional sheet of material, rather than the boundary of a solid object. This is intended for the convenient and efficient rendering of thin materials (such as window panes, soap bubbles, sheets of paper, and leaves) as open meshes rather than closed thick shells.

Transmit AOVs

When enabled, Transmission will pass through AOVs. If the background is transparent, then the transmissive surface will become transparent so that it can be composited over another background. Light path expression AOVs will be passed through so that, for example, a diffuse surface seen through a transmissive surface will end up in the Diffuse AOV. Other AOVs can also be passed straight through (without any opacity blending), which can be used for creating masks, for example.

Specular

Toon Spec

Toggle between toon specular (Toon Glossy BSDF), and microfacet GGX specular.

Specular Weight

Scalar multiplier for Specular Color.

Specular Color

Color tint for specular highlight.

Specular Size

Tonemaps the specular highlight to create a sharp circular specular highlight

Specular Roughness

Specifies the roughness of the surface for specular reflection. Generally you want to keep this high (dafault 0.6), using Specular Size.

Brushing

Glass Normal

Input for brushed Normals affecting the glass.

Specular Normal

Input for brushed Normals affecting the specular.