Toon Shading in Blender
Happy Tuesday, everyone! I thought I would take a few minutes to share my latest work study project with you: toon shading in Blender Cycles.
I’ve been experimenting with toon shading in Blender Cycles for an upcoming project of mine. It turned out to be a little trickier than I expected, since Cycles doesn’t have a “go be toon shaded” button. It does have a Toon BDSF, but it is specific to the material, and it doesn’t quite get the job done on its own.
It took quite a bit of trial and error. I tried a few different methods. Some were effective, some were not. But none were at the level of simplicity I was aiming at. I wanted something that could be quickly and easily replicated, as well as something I could share with you.
After all was said and done, I ended up with a relatively simple material that only required a few nodes and minor tweaks to the default settings. Some tuning to the lighting and world settings is required, but again, the goal was to get the job done as simply as possible, so those are minor, too.
In the end, it meets my own “easy-to-follow” standards, and it’s unique enough compared to other methods that it can be shared. So keep any eye out. There may be a Blender tutorial on the horizon.
In the mean time, here are the fruits of my labor. It’s a simple scene, but it demonstrates the point nicely.
Just to reiterate: this is a 3D model and scene, but rendered with a specific shader and settings to make it appear flat.
Thanks for reading!
Learn something new!