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Rim Shader - Arnold for Cinema4d

Tip:

The facing_ratio shader can also be used to achieve this shading effect.

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.

0.25 0.5 0.75

Specular Color

Adjusting the Specular Color can also give different effects.

Specular Color: yellow Specular Color: black

*Thanks to sample and hold for the use of the toy scan model.*

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