Toon hue saturation tone-mapping (Arnold 7.3.2.0)

You can now drive the hue and saturation of tonemapping in the toon shader through a set of four new parameters that complement the existing value-based tonemapping parameters.
Documentation
Toon tone-mapping: You can now drive the hue and saturation of tonemapping in the toon shader through a set of four new parameters that complement the existing value-based tonemapping parameters. The connected shader's U coordinate drives direct light hue and the V coordinate drives saturation, which enables textures to map the toon shader's response to colored lighting (Note: make sure to set the image's wrapping mode to
clamp
and filter toclosest
for best results) (ARNOLD-10687). These toon parameters include:
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Without tonemap_hue_saturation | With tonemap_hue_saturation the tone mapping reacts to colored lights |
Various saturated color images -> tonemap_hue_saturation
Below are variatons of the color palettes used for the tonemap_hue_saturation. In theory, any image could be used here as long as it has some suitable saturated colors.
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1:1 mapping of the hue & saturation. A physical representation of what the light would look like. | A quantized version of the 1:1 mapping using 18 different cells with different levels of saturation. | An exaggerated version with sharp transitions between the red and blue tones. |
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Color palette images -> base_tonemap_hue_saturation | image.offset_u: 0 to 1 (light color is unchanged) |
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No base_tonemap_hue_saturation | image -> base_tonemap_hue_saturation | image -> specular_tonemap_hue_saturation |

image -> base_tonemap_hue_saturation (first image has no base_tonemap_hue_saturation).
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Further examples using various saturated color textures maps connected to base_tonemap_hue_saturation
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No edge_tonemap_hue_saturation | image -> edge_tonemap_hue_saturation |
To learn more about the toon shader, click here.
Release Information
Version:
7.3.2
Release Date:
22 May 2024