It is not a rendering style, but a material cow. The material sets the limiter of the light intensity. As long as there is brightness in the place where the light shines, the brightness of this area will be changed to a certain brightness value. Regardless of the original intensity, as long as there is light intensity, it will change. to that value, and then the place that is not illuminated becomes a darker light intensity value.
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For example, Keli's head, the brightness of the place where the light shines is 1
, the brightness of the place that is not illuminated is determined by the overall brightness of the scene, which Blender
can be made by procedural material in the middle, (node mode material) for if judgment, 0.5
the place where the light value is greater than , the brightness is 1
, the light is less than 0.5
the place is not affected by the light source, only the scene light can be affected.
Attached:
This effect can be achieved in sfm
by adding a warping attribute vmt
in , that is texturewarp
, the value of the warping attribute is the path of a one-dimensional ribbon.
The image is in the form of a gradient from black on the left to white on the right, but if you change the black to gray, cancel the gradient in the middle, and hard transition to white, then the model designated as this material will achieve a two-dimensional lighting effect.
After testing, a ball of porridge
First of all, it is not texturewarp
, this thing is Lightwarp
controlled by the lighting effect.
Secondly, Lightwarp
it cannot play any role under global illumination, because the model is only useful under dynamic illumination, and this function is phong
a small branch of lighting effect, the actual effect is very poor, you can refer to the test video
Conclusion: sfm cannot realize the two-dimensional comic style