This short tutorial covers how to create an old, worn 'illustrative' sketch-style using the toon shader to create the above image. It covers how to use base_tonemap and edge_detection in combination with bump mapping using a noise shader to create a hatching effect. Thanks to Javier Garcia-Lajara Herrero for the use of his convent model.
Start off by assigning a toon shader to the geometry.
Change the filter_type to contour (Arnold render settings). Without it, you will not be able to see the Toon edge shading in the render.
Reduce the specular_weight to 0 as we do not want any specular shading in the render.
Create a skydome_light and render the scene. It should look something like this.
Edge Detection
Reduce the angle_threshold to around 20 (Toon-> Edge Detection). This will give us more detailed edges around the geometry.
The edges appear too thick and black. We can fix this by reducing the edge_width_scaling to around 0.4.
Base Tonemap
The base shading looks too dark for the illustrative effect that we want. We can adjust this by using a ramp to determine how the base shading is affected by the lighting in the scene. Connect a black and white ramp to the base_tonemap and increase the amount of white in the ramp until it looks like the image below.
without base_tonemap
b&w ramp > base_tonemap
Hatching (Noise Shader)
Next, we will add a hatching style to the toon.edge. To do this we can bump (or displace) the surface.
Connect an Arnold noise shader to Geometry -> Normal (bump mapping) in the toon shader.
Increase the number of octaves to 8. Reduce the scale in Y to 0.01. This will stretch the noise in the vertical direction and give the impression of a hatching effect.
noise.scale_y: 1
noise.scale_y: 0.01
Try experimenting with different noise shaders/settings to get different hatching/stippling effects.
cell1
wispy
billow
perlin
Various Noise shaders -> Bump Mapping
Final Rendering
Connect an HDR map or a physical_sky to the skydome_light.
You could also add a pale yellow base and emission_color to the toon shaders to give a worn paper effect.
Try adding a similar shading effect to the sky using a polygon plane behind the geometry as used in this case.