In this lesson, the actual steps of how to create a cartoon material (cartoon shader) are fully demonstrated, and we use the ramp node and several other tool nodes to rearrange the Blinn material (remapping), and eventually, That is, can achieve similar to the cartoon effect coloring Way (Shader).
In addition, the contents of this lesson deepen understanding of the connection editor (Connection Editor) and tool nodes (Utility nodes), creating a homemade coloring network (Custom shading Networks).
First step:
In the Hypershade window, select Create->create Render Node. Create the following nodes separately:
Material nodes:
Blinn (No shading Group) (no color)
Surface Shader (with Shading Group) (has a color)
Texture nodes:
Ramp (no texture placement, Normal) (no map coordinates)
Utility nodes:
Sampler Info
Clamp
Condition
The hypershade should be shown in the figure:
The Blinn material node is used to depict the high light on an object. Because ramp can rearrange the grayscale values into successive colors, the gray-scale blinn becomes a cartoon effect. The Sampler Info node acquires information about the boundary of an object.