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Combining toon shader with physical material

7 REPLIES 7
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Message 1 of 8
n_maasdijk
468 Views, 7 Replies

Combining toon shader with physical material

Hi everybody!

 

I followed a course a few days ago where we spent about an hour on making physical materials. 

And i have been working with toon shaders for a few weeks now, and thanks to @wernienst i now understand it pretty good.

 

But both have there upsides and downsides. But my question is, would it be possible to combine the two?

 

So that i could for example get a beautifull brick wall, outlined with dark lining?

 

I know you can somewhat place a color on toon shaders, but those are nowhere near a great as a good physic-mat with a nice bump-map.

 

Also, i know of the blend function, but i when i use that i kind of messes up my work, it gets a slight hint of the secondairy material, but the toon-shading color stays dominating. This could be because of wrong settings, or the function itself.

 

 

Anyone know if this is possible? 

 

Thanks!

 

-Nick

 

P.s it is in Arnold.

7 REPLIES 7
Message 2 of 8
wernienst
in reply to: n_maasdijk

Hello again!

Yes, that's possible. Connect the Toon shader to the Base Weight Map of the Physical Material.

wernienst_0-1726503745670.png

wernienst_1-1726503786989.png

Please notice that Bump or Displacement maps would influence the contour creation and therefore should be avoided.

Message 3 of 8
n_maasdijk
in reply to: wernienst

So if i use this combination then the first physical material would not dominate the second one? Because in my first tries with using multi/sub-objects the first material would always dominate 90% of the colors.

Do you maybe have a snipped of the material/toon settings you have used?

Thanks man!

Message 4 of 8
wernienst
in reply to: n_maasdijk

Just to clarify: In the example above I've used two Toon shaders toon black1 and toon black2 with identical settings that are NOT instances. Both Toon shaders have Base Weight set to 1.0, Base Color to White and Specular Weight to 0.0.

Message 5 of 8
n_maasdijk
in reply to: wernienst

Yes thats also what i have. But i have a white powdercoated, Stainless steel and thermic galvanized materials in one scene, but because my base color in slot 1 of the sub- object (the toon shader) is white, all my renders end up with the same white/ gray- ish color.
Message 6 of 8
n_maasdijk
in reply to: wernienst

n_maasdijk_0-1726559141943.png

 

Here an example.

 

Btw sorry for the blackout, i trust you, but maybe the company doesnt like it.

Message 7 of 8
wernienst
in reply to: n_maasdijk

Strange. Here is the scene from above with materials for testing:

 

Message 8 of 8
n_maasdijk
in reply to: wernienst

Hi,
after inspecting i found out you have used a material-Id with 2 slots to assign the correct materials to the speicific edges. But i want the complete object to be the same color/ material. how would i go about creating a physical material x toon with all the same properties?
Thanks!

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