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Stylized Highlight - Arnold User Guide

Light

Specify the name of the key light to be used for the stylized highlight. You can specify multiple lights using a semicolon-delimited string as "lightShape1;lightShape2". The supported light types are Distant, Point, Spot, and Photometric.

Note:

The Mesh Light and Skydome Light are not supported since they can create blurred results.

  • Stylized Highlight does not work with curves. This will be fixed in a future release.
  • Stylized Highlight requires subdivision with Smooth Tangent enabled, otherwise, artifacts may be visible.
  • The Toon shader relies on UV maps to compute a smooth tangent, without one you might get discontinuities at polygon edges, or patch edges for subdivs. If you assign UVs, the discontinuities will only be visible where the UV map has a seam. You can also attach a tangent source directly to the toon.tangent, but hiding the UV seams may be simpler.

Color

An arbitrary texture (or RGB type node) can be used to create a stylized highlight on an object. If nothing is connected, the Stylized Highlight is disabled.

Using a solid color gives a circularly shaped highlight.

When using a texture connected to the stylized Highlight Color, the following must be taken into account.

In the example below, the windowed texture used as the highlight_color on the right teapot renders correctly because there is sufficient space around the image.

Size

The size of the stylized highlight.

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