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Advanced

Base Indirect Scale[0.00..1.00]

Controls the weight of indirect illumination base rays, i.e. the effect of global illumination on the base shading of the Toon shader. By default, the Toon shader has indirect illumination disabled with a Base Indirect Scale of 0. This is frequently desirable so that toon shading remains flat, however, the Base Indirect Scale can be increased to enable the effects of global illumination.

Base Indirect Scale: 0 0.5 1

 

Reflection Indirect Scale[0.00..1.00]

Controls the weight of indirect reflection rays, i.e. reflections of other surfaces (including self reflections) — this does not include specular reflections, i.e. reflections of light objects. By default, the Toon shader has indirect reflection disabled with a Reflection Indirect Scale of 0. This is frequently desirable so that toon shading remains flat and looks less like a traditional PBR style, however, the Reflection Indirect Scale can be increased to enable this here.

Reflection Indirect Scale: 0 0.5 1

 

Base Shadow Opacity[-1.00..1.00]

Offsets the transparency level of shadows that are cast on a tone mapped object. Note, the overall tone mapping behavior when in shadow is controlled by the Base Tonemapping Mode.

By default, using a value of 0, the shadow opacity is determined by each light's Shadow Transparency.

Values below 0 reduce the shadow opacity with -1 resulting in no cast shadows.

Values above 0 increase the shadow opacity with +1 forcing all shadows to their darkest tone mapped value.

In the examples below, two fully opaque bars cast a shadow on the objects below and the Toon shader's Base Shadow Opacity is adjusted to demonstrate the effect shadow transparency has on each Tonemap Mode. On the right side is what each Tonemap mode looks like at the default value — in a scenario with opaque shadows, note that both Tonemap modes look identical and only look different when the shadows become transparent. For more detailed information on the behavior of each mode, please see the Base Tonemap Mode section of the Toon shader.

Light and Opaque Shadow
Light and Shadow
Tonemap Mode Base Shadow Opacity: -1 -to +1
Base Shadow Opacity: 0 (Default)

 

In the next example, a large transmissive plane casts a colorful stained glass window effect on the objects below. On the right side is what each Tonemap mode looks like at the default value — in a scenario with shadows cast from a transmissive object, note that the two modes look different from each other. The Light and Opaque Shadow mode takes on the color of the stained glass while the Light and Shadow mode does not.

Light and Opaque Shadow
Light and Shadow
Tonemap Mode Base Shadow Opacity: -1 -to +1
Base Shadow Opacity: 0 (Default)

 

Reflection Shadow Opacity[-1.00..1.00]

Does not work with Stylized Tonemap Mode.

Controls the transparency level of shadows cast on the Specular Reflection layer of the Toon shader, including self shadows.

In the examples below, two fully opaque bars cast a shadow on the objects below and the Toon shader's Reflection Shadow Opacity is adjusted to demonstrate the effect shadow transparency has on each Tonemap Mode. On the right side is what each Tonemap mode looks like at the default value — in a scenario with opaque shadows, note that both Tonemap modes look identical and only look different when the shadows become transparent. For more detailed information on the behavior of each mode, please see the Base Tonemap Mode section of the Toon shader.

Light and Opaque Shadow
Light and Shadow
Tonemap Mode Reflection Shadow Opacity: -1 -to +1
Reflection Shadow Opacity: 0 (Default)

 

In the next example, a large transmissive plane casts a colorful stained glass window effect on the objects below. On the right side is what each Tonemap mode looks like at the default value — in a scenario with shadows cast from a transmissive object, note that the two modes look different from each other. The Light and Opaque Shadow mode takes on the color of the stained glass while the Light and Shadow mode does not.

Light and Opaque Shadow
Light and Shadow
Tonemap Mode Reflection Shadow Opacity: -1 -to +1
Reflection Shadow Opacity: 0 (Default)

 

Reflection End Color

This setting controls what is reflected when the Reflection Trace Depth is exceeded.

When trace depths are low or an object's shape creates many self reflections and this parameter can have an enormous difference on the final look. Increasing the reflection trace depths will fix this issue, resulting in more realistic dark reflections, but this comes at the expense of render times. Sometimes setting Reflection End Color to "Base" is enough to produce a very similar darkened result to increasing the trace depths but avoids increased render times.

 

Energy Compensation Mode

Controls how the reflection layer observes energy compensation from the following options:

Consider using the Reflection Tonemap Layer Mask feature for greater control over where and how the reflection layer is blended with the rest of the shader.

Energy Compensation Mode: None Use Fresnel No Fresnel