Rim Shader tutorial - Arnold for 3ds Max
> The facing_ratio shader can also be used to achieve this shading effect.
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without rim shading | with rim shading |
A rim shader is useful for achieving a lighting effect related to the contour/outline edges of an object. The above scene demonstrates a simple shader that simulates a fake rim light shading effect. It can be useful for creating fresnel or cartoon-like skin effects.
The shader can be downloaded here.
The rim shader effect is primarily controlled by connecting a utility shader (set to ndoteye) to the specular_weight or base_color parameter of a standard_surface shader.
Final shader network
Utility Shader
- Start off by connecting a utility shader to the specular_weight of a standard_surface shader. The shade_mode is set to ndoteye which provides the basic rim shading effect. However, the effect needs to be reversed.
Complement shader
A complement shader is inserted before the utility shader to invert the ndoteye effect of the utility shader.
rim shader color set to white No rim shader (standard_surface)
Color Correct shader
A color_correct shader can also be added to refine the rim shading effect. The images below show the effect adjusting the gamma parameter has on the rim shading effect.
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Specular Color
Adjusting the specular_color can also give different effects.
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specular_color: yellow | specular_color: black |
Thanks to sample and hold for the use of the toy scan model.