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Toon shader does not affect round edges

6 REPLIES 6
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Message 1 of 7
n_maasdijk
547 Views, 6 Replies

Toon shader does not affect round edges

Hello everyone.

 

I have been using toon shader much as of lately.

Because for my work i have been making work-books (kinda like ikea for example) where its more visual then with text, so that our products can be made all over the globe without language barrier's.

 

It worked great, untill a big part of all of these books revolves around a white coated product wich before had multiple hard sharp edges, but now it has rounded edges. Wich makes it so that now the white products is placed at a white background without lines separating them...

 

Is there any way around this that anyone knows of?

 

Thanks already!

 

-NM

6 REPLIES 6
Message 2 of 7
wernienst
in reply to: n_maasdijk

You could assign different Material IDs to the object parts that should be separated by contours. Then create a multi-toon material with identical copies (do not use instances).

wernienst_1-1725306237801.png

wernienst_0-1725306111705.png

In the Edge Detection section of the Toon shaders, activate ID Difference and Shader Difference.

wernienst_1-1725305996326.png

wernienst_2-1725306516932.png

 

 

Message 3 of 7
n_maasdijk
in reply to: wernienst

"You could assign different Material IDs to the object parts that should be separated by contours. Then create a multi-toon material with identical copies (do not use instances)."

Could you elaborate further on that? I dont really understand what you mean.

Thanks!
Message 4 of 7
wernienst
in reply to: n_maasdijk

For information about Multi/Subobject material, look here.

Selecting the polygons for the IDs is the more difficult part and depends on the geometry of the object.

wernienst_0-1725350292934.png

wernienst_1-1725350321409.png

In this case, I've used Select By Angle 5° and then Grow severel times.

Then I've created a Multi-Toon material where every sub-material has a different edge color. Thus I can see which ID needs more or less polygons assigned.

wernienst_0-1725350551362.png

Finally, I changed all edge colors to black.

Message 5 of 7
n_maasdijk
in reply to: wernienst

I really appreciate the effort you put in to helping me man!

 

But i am afraid i still dont really get it completely, my apologies i am mostly self taught and very new to the 3D visualization scene.

 

But i have succesfully set up an Multi/Sub-Object with the desired shaders. I have converted my object to a mesh select (as shown on the link you posted), but i cant seem to get the same window as you have.

 

n_maasdijk_0-1725355850860.png

the window i have.

 

n_maasdijk_1-1725355979992.png

Above are marked in red the rounded edges/corners wich fall away at the toon-render stage. (Now you have more of an idea of what im talking about).

 

Thanks again.

 

-NM

 

Message 6 of 7
wernienst
in reply to: n_maasdijk

Ok, I see, you are dealing with Body Objects. I'm not an expert with this. For the following procedures I'm using a simple STEP file I created with Plasticity.

Convert the Body Object to an Editable Poly or add an EditPoly modifier (the Help page is misleading here).

The next steps depend on the width of the rounded corners relative to the planned toon contour lines. If the corners are wider, then continue. Go to Edge Subobject mode, select all edges and weld them by a very small value (0.005). Go to Polygon mode, select faces and assign material IDs, then the Multi-Material etc. as described above.

wernienst_0-1725372406117.png

wernienst_1-1725372527861.png

If the rounded corners are smaller, it's simplier, because the parts are already separated (at least in my STEP file). So you need 2 IDs only. Go to Element Subobject mode and select all elements except the corners. Assign material ID 2 to them.

wernienst_2-1725373073263.png

And now the Multi-material.

wernienst_3-1725373158000.png

As you can see, it doesn't work with this object, but it may work in other cases.

 

Message 7 of 7
n_maasdijk
in reply to: wernienst

Wow, i might be a bit late. Was off for a few weeks. But you fixed the problem!

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