Toon Shading a Building - Arnold for Maya
This short tutorial covers how to create an old, worn 'illustrative' sketch-style using the toon shader to create the above image. It covers how to use base tonemap and edge detection in combination with bump mapping using a noise shader to create a hatching effect. Thanks to Javier Garcia-Lajara Herrero for the use of his convent model.
- Start off by assigning a toon shader to the geometry.
- Change the filter type to contour (Arnold render settings). Without it, you will not be able to see the toon edge shading in the render.
- Reduce the specular weight to 0 as we do not want any specular shading in the render.
- Create a skydome light and render the scene. It should look something like this.
Edge Detection
- Reduce the angle threshold to around 20 (toon-> edge detection). This will give us more detailed edges around the geometry.
- The edges appear too thick and black. We can fix this by reducing the edge width scaling to around 0.4.
Base Tonemap
- The base shading looks too dark for the illustrative effect that we want. We can adjust this by using a ramp to determine how the base shading is affected by the lighting in the scene. Connect a black and white ramp to the base tonemap and increase the amount of white in the ramp until it looks like the image below.
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Without base tonemap | B&W Ramp > base tonemap |
Hatching (Noise Shader)
Next, we will add a hatching style to the toon edge. To do this we can bump (or displace) the surface.
- Connect an Arnold noise shader to Geometry -> Normal (bump mapping) in the toon shader.
- Increase the number of octaves to 8. Reduce the scale in Y to 0.01. This will stretch the noise in the vertical direction and give the impression of a hatching effect.
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Noise Scale: 1 | Noise Scale Y: 0.01 |
- Try experimenting with different noise shaders/settings to get different hatching/stippling effects.
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Cell1 | Wispy |
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Billow | Perlin |
Various Noise shaders -> Bump Mapping
Final Rendering
- Connect an HDR map or a physical sky to the skydome light.
- You could also add a pale yellow base color and emission color to the toon shaders to give a worn paper effect.
- Try adding a similar shading effect to the sky using a polygon plane behind the geometry as used in this case.
Final shading network