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Toon Shading and Lighting Sven - Arnold for Katana

In this simple '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 to create a 'painterly' type portrait of our intergalactic hero Sven!

Assign Toon Shaders

  • Start off by assigning Toon shaders to the head, hair, eyes, and spacesuit. Connect the relevant diffuse maps to the Base Color of each Toon shader.

Base Tonemap (ramp)

  • Create a ramp similar to the one below and connect it to the Base Tonemap of the Toon shader assigned to Sven's face.

Ramp RGB -> Base Tonemap

Specular Tonemap (ramp)

  • Lower the Specular Weight to around 0.1 and increase the Specular Roughness to around 0.7.
  • Create a ramp and connect it to Specular Tonemap.

Ramp RGB -> Specular Tonemap

Rim Lighting

  • Create a Spot Light and position it so that it is pointing at Sven from behind and at an angle. Add it to the Rim Lighting-> Light attribute.
  • Create a Ramp RGB and connect it to Rim Lighting Color.

Light -> Rim Lighting

Stylized Highlight

We can use the Stylized Highlight to create a cartoon-style highlight on Svens eyes.

  • Create a Spot Light and point it at Svens eyes. Hide the light so that it does not illuminate Sven.
  • Connect a circular ramp (similar to the one below) to the Stylized Highlight Color of the Eye shader and increase the Stylized Highlight Size to around 0.8.

Stylised Highlight (specular reflection)

Indirect Specular

Indirect Specular (and Indirect Diffuse) can have a subtle effect on the appearance of the Toon shading. In this case Indirect Specular: 0 works better for the eye shader.

Indirect Specular: 0

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