Shader Node like XSI


#1

Hello everyone.
I found this screenshot
http://artifacts.sakura.ne.jp/sakanaya/image/h071008.jpg
to create a shader toon in XSI, with the ability to control the shadow.
The nodes that are seen in the screenshot, there are in Maya?
If yes, which are?

Thank you in advance!
Bye
P.


#2

What’s wrong with the toon shader?
You can use the Ramp Shader to get NPR shading


#3

[QUOTE=adisan]What’s wrong with the toon shader?
You can use the Ramp Shader to get NPR shading[/QUOTE
because the ramp shader maya you can not control the shadows in this manner:
https://youtu.be/Zpnypy6DUoI


#4

He’s not painting the shadows but the transition from the two colors of the gradient node derived from the incidence (driven by the light/normal angle) by adding and subtracting colors based on the vertex paint.

You can also add or subtract intensity from a surface luminance node through a texture map. I see no reason to use a vertex map except for display, the lack of UVs, and maybe a bit of speed and non distorted UVs.

But I admit it’s not that straightforward as in XSI since the display in the viewport is closely related to the shading network you’re about to change which makes the workflow very annoying and slow.


#5

you would know show me how to realize this shader in maya? :slight_smile:


#6

connect a surface luminance node to a ramp, out value to v coord to get a toon shader. Then add via plus minus average node to the surface luminance output either a positive or negative value through paint, clamp the output prior to the ramp connection which is connected to a surface shader.

that should do it

the nasty part is that you need to paint those file textures coming from two separate 3d paint operations on separate render layers in order to see anything. that was the reason for painting vertex colors in xsi. you can do the same with vertex painting in maya but it’s only mental ray that supports the mentalrayVertexColor node.
i could have used only one file texture and paint 2 different colors and spit the red and blue out separately as like in xsi but i was too lazy to do it, you can do it if you want so you only paint 2 colors with no overlapping channels like 2 primaries.


#7

Thanks a lot for example.
Let me ask you a couple of things …
1- I do not understand how to connect the node “clamp” with the node “RAMP1”
2- if instead of nodes “file” I use the node “vertex paint” mental ray, it would work the same?


#8

The whole trick is to drive a ramp with a surface luminance node so where light hits the object you modulate the intensity with the ramp, light is 0 is the left part of the ramp light is maximum it’s the right side of the ramp, whatever is inbetween left and right is shading so by setting the ramp to no interpolation you create a toon shader.
The whole thing of adding and subtracting colors is to modify the surface luminance input that drives the ramp.
The clamp node is required so the ramp does not cycle itself.
Connect the R output of the clamp to the vCoord of the ramp.

Here’s the network using the mentalrayVertexColor. Just make sure you’re connecting the colorset of your shape to the cps of the mentalrayVertexColor node so mray reads the per vertex colors that you paint. Unfortunatelly once


#9

Don’t use the VP2.0 if you want to paint the vtx colors while rendering use legacy mode. This will give you exactly what you saw in XSI. Also if your mesh is dense turn off mesh display in preferences so you can see more of the vertex colors than the mesh on top of the vertex colors.