X-Toon OSL Implementation (Cycles)

Description

__X-Toon: An Extended Toon Shader__

Traditional toon shading uses a 1D texture that describes how tone varies with surface orientation relative to a given light source. In this paper we describe two extensions to the basic algorithm that support view-dependent effects. First, we replace the 1D texture with a 2D texture whose second dimension corresponds to the desired “tone detail,” which can vary with depth or surface orientation. This supports effects such as levels-of-abstraction, aerial perspective, depth-of-field, backlighting, and specular highlights.

OSL Implementation of the [X-Toon paper](http://hal.inria.fr/inria-00362888/en).

WARNING: Read the [Blender Artist thread](http://www.blenderartists.org/forum/showthread.php?294825-X-Toon-OSL-Implementation) to know how to use the nodes. Remember that in the texture text box goes the image filename with the full path, e.g.: *D:\Blender\Development\BEER\Node_shaders\textures\2D_map.png*

Models from [Stanford 3D Scannig Repository](http://graphics.stanford.edu/data/3Dscanrep/).

Support the [B.E.E.R.](http://www.blenderartists.org/forum/showthread.php?290829-Blender-Extended-Expressive-Rendering-(BEER)-Extending-Blender-Internal) project. :) Comment, contribute or spread the word.

Comments (1)

P
pajaropintado over 9 years ago

Muchas gracias!

Sign in to leave a comment.