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Brushed Shading for Maya/MaterialX

Toon Principled (Arnold)

ND_ToonPrincipled_surfaceshader

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Based on OpenPBR, but designed for NPR rendering. Includes diffuse flattening, specular tone mapping, stylized edges and metalness. Works with Arnold’s builtin AOVs and LPEs, as well as light groups.

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Base

Base Weight

Scalar multiplier for Base Color

Base Color

Overall color of the material used for diffuse and metal.

Flatten Brushing

Blending between smooth shading normals and brushed normals. A value of 0 is complete brushed normals across the diffuse surface, increased values will move the transition from smooth shading to brushed shading along the light direction, with a value of 1 creating smooth shading right up to the light terminator where it will switch into brushed shading.

Node that the diffuse shading is in energy preserving Oren-Nayer (EON) to produce a flattened toon look.

Metal Weight

A mix between dielectric shading and toon metallic. Uses two specular lobes, one tinted with the base color, to get a stylized metallic look.

Metal Roughness

Roughness of the metal specular lobe.

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.

Edge

The edge uses tonemapped facing ratio, to create a stylized edging that can be used for metals, cloth.

Edge Weight

Scalar multiplier for Edge Color.

Edge Color

The color of the stylized edge. Note that black can be used for darkening as well as lightening.

Edge Thickness

Controlls the thickness of the edge.

Emission

Emission Luminace

Controls the amount of emitted light, specified as a luminance in nits (candela per square meter).

Emission Color

The emission color is multiplied by the white light of the given emission luminance to obtain the final RGB emission.

Emission Tint

Multiplier for tinting the emission color. Useful for stylized (flat) skin looks by tinting with red for the sub-dermal layer.

Brushing

Base Normal

Input for brushed Normals affecting the base.

Specular Normal

Input for brushed Normals affecting the specular.

Edge Normal

Input for brushed Normals affecting the edge.