Rim Shader - Arnold for Cinema4d
The facing_ratio shader can also be used to achieve this shading effect.
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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 (R18) can be downloaded here.
The rim shader effect is primarily controlled by connecting Utility shader (set to Ndoteye) to the Specular Weight attribute 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.
Without Complement With Complement
Color Correct
A Color Correct shader can also be added to refine the rim shading effect. The images below show the effect adjusting the gamma attribute has on the rim shading effect.
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0.25 | 0.5 | 0.75 |
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.*