1:对TOON感性认识
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2:案例
自发光要把天空关闭,物体呈现轮廓
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3:MASK COLKR(遮罩颜色控制边界)
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4:角度阈值大小对比
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5:TONEMAP(重要功能)
TONEMAP
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TONEMAP:随着光源的距离角度,颜色进行过渡
如何使用:用RAMP_RGB 节点 节点类型为 U ,采用步幅模式
6:ID DIFFORENCE 是否开启的差异
开启:对象是多个的话,每个对象将会呈现边界
不开启:将会是一个整体
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7:SHADER DIFFERENCE 开启与不开启的差异
当一个对象中,有多个材质球颜色进行混合时,是否识别成一个轮廓
开启时:将会分界成不同材质
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8:UV THRESHKLD(UV阈值)根据模型UV方向进行控制)
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9:Advanced edge control priority (优先级) 定义谁在上面,谁盖谁
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应用案例
遮档关系
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10:Light_stylized highlight (指定对象加高光)
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使用时,应加图像并连接到风格化高光
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11:rim light 背光(从背后打光,更加立体)
雕塑案例
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注意:要用渐变节点去影响rim light
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12:face ratio 控制半径
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13:Toon 卡通手绘风格
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