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How to Get Perfect Rim Lights (Toon Shader Tutorial)

2

David Forest writes:

Hey everyone! Very excited to share this 6th and final video tutorial in our Toon Shader Tutorial series. This time we look at a technique to add 2d rim lights to your model using a fresnel node, but in way that still reacts to light direction and casted shadows. Enjoy!

2 Comments

  1. Wow!
    I think I have to watch it multiple times to appreciate all the spaghetti that's going on.
    I noticed one thing at the end of the tutorial that's seems to be what I've been looking for since ages ago....
    The outline of the character is thinner on the light side and thicker on the shadow side... HOW?

    (Edit: I read a bit furthe and saw the 'dynamic outline tutorial at the bottom! I'll follw that first....)
    And: 'Thank you!'

    I've poked at this a few times without a proper result.
    I'd like to have model outlines with thickness based on light hitting the object/ local light value..
    The result would be like a nice pen and ink drawing .

    • David Forest on

      Thanks for the comment! Indeed, we do have a tutorial that covers making outlines with a thick and thin effect. :)

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