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I tend to render technical objects that have a lot of parallel faces, but are at different "depths". Most of my data is coming from CAD, has no UV's, and the topology typically is pretty awful by DCC standards.
When rendering toon-line images, anywhere there is a trailing edge of a surface that is coplanar with another surface, Arnold Toon will skip that toon line. This omission tends to drop a lot of detail that otherwise should be represented.
Any depth-pass or normal-pass tricks to get these conditions to render? I'm rendering in Maya (MtoA), but I'm guessing tricks from any platform would help.
I think a similar question has been asked here...
https://answers.arnoldrenderer.com/questions/14378/toon-contour-lines-based-on-depth.html
Cheers,
Joshua
Solved! Go to Solution.