
This attribute enables outline generation using the selected layer. It is set to off by default with the exception of the "outline" auxiliary AOV which receives outlines by default. This can be seen as an indicator of which layer receives the outline. This attribute enables drawing of outlines for the selected layer.

Ability to use high-order filtering kernel such as sinc, catmull-rom, mitchell.Ultra high quality outlines due to state of the art sub-sampling and filtering: increasing pixel samples produce beautifully anti-aliased outlines.Ability to isolate detection on a subset basis via layer display subsets and Multi-Masks AOVs.Powerful, AOV-based, decoupling of the detection phase and the drawing phase.custom AOVs (any shading variable can be used for outline detection when output as a shading output)įurthermore, 3Delight's powerful layer display subsets allow to isolate the detection on specific Maya sets.Such controls are available in the Maya ShadingGroup nodes.ģDelight for Maya can perform outlining on any number of Image Layers (AOVs), including: Additionally, o utlines width scaling and color can be controlled/overridden on a per-material basis using HyperShade network. Outlines will be detected and generated around the contours of objects, between areas with sudden normal and depth variations, or other sharp geometry details differences.ģDelight for Maya offers a WYSIWIG workflow so that it is easy for artists to understand where outlines are generated simply by looking at the imager layers tagged as generators.ģDelight for Maya's outlining UI is located in the Image Layers section of the Render Settings. Typically, one layer receives outlines generated from a quantity of other layers such as as object_id, depth and normal layers to generate outlines on an RGBA layer or on a separate outline-only layer. The principle of outlining in 3Delight for Maya is simple: one (or more) image layer(s) can be used to generate outlines (via sub-sampled edge detection), while other layers can receive outlines (outlines are drawn in these layers). Outlining P rinciple in 3Delight for MayaģDelight for Maya offers an easy to use and powerful mechanism to render outlines and allows a whole range of artistic styles. Using a Maneki ( ), such artistic look is shown in Figure 2b, where outlines are combined with smooth shading, HDRI environment lighting, area lights, GI and indirect reflections, while Figure 2c shows a typical PBR setup.

Outlines can also be combined with physically-based style rendering (PBR) to develop hybrid or photo-surreal rendering (PSR). Maya's "Ramp Shader" is a simple example of "toon" material and is supported by 3Delight for Maya. For more advanced Animé-style features with 3Delight we recommend to look into the Maneki all-in-one solution, by J CUBE Inc. This is usually done by thresholding and stepping the illumination, creating well-defined color regions. In Animé, outlines are often combined to CEL or "toon" shading, a style of non-photoreal rendering (NPR) designed to make 3D computer graphics appear to be more "flat". Outlining features are typically used to define "silhouettes" and other geometric features in Animé-style rendering (Japanese アニメ), in illustrations and in technical drawings.
