Making of Sophie

In this 'making of' tutorial, we will break down the steps used to render the image above using the toon shader. We will cover how to use the rim_lighting , base_tonemap, specular_tonemap, and stylized_highlight attributes of the toon shader. We will also cover how to add variation in the edge_width to create a more illustrative style.

The model has been kindly provided by Jaeyeon Nam. The original concept is by Hong SoonSang.

Note: Ensure that the filter_type (render settings) is set to contour when rendering the toon edge.

A scene file is available to download here.

Lighting

Create a skydome_light and connect a physical_sky shader to its color attribute. Increase the exposure to around 2. Change the elevation of the physical_sky to around 30. This will act as the main lighting, however, we will also add a directional (distant) light later to create stylized highlights on her boots, buttons, etc.

The tutorial is broken down into the various parts of Sophie that require specific shading attention. We will start at the top and work our way down.

Hair

Without Base Tonemap (default) Ramp -> Base Tonemap

Skin

Without base_tonemap (default) Ramp -> base_tonemap

Angle Threshold: 180 (default) Angle Threshold: 80

Eyes

Eyeball

Iris

Cornea

Eyeball, iris, and pupil geometry

Jumper

Jumper Priority: 0 (unwanted skin edge) Jumper Priority: 1

Boots

To get a glossy highlight on Sophie's boots we can use stylized_highlight.

stylized_highlight on boot

Silhouette

Now we are almost there. However, the toon edge looks too clean and perfect. We need to break up the edge_silhouette to give the impression that it has been hand-drawn.

cell_noise -> silhouette_edge without cell_noise