Material retouching is a bien todo control a shaded área by using material nodes with vertex color. It is useful if you didnt get desired results in a tiny shaded área of a model. Now you could remake the model, but remaking takes time. Another bien would be todo use mensaje processing as typified by use of the composite node todo give a 2d effect, Although this creates a partially incorrect 3d look. Or you can adjust Shading of the model with material retouching in less time. So let se how material retouching works.
First, while in vertex Paint mode, we Will Paint two Shading control áreas, one in red and one in blue. Paint your bright áreas in red, Paint your shadow áreas in blue, and Paint unimportant áreas in black.
vertex color painting example. Second, create the following nodes from the original material as shown in the following image.
material retouch material node. Note: todo extract red or blue from the vertex colors you use an rgbcurve node. To extract red, you use a value of zero in the gren and blue channels of the rgbcurve node. Now you can render your scene and continúe todo adjust your vertex color painting until you achieve your desired look.
figure 3 :
left:normal Shading of Suzanne. Right:concave retouch Shading of Suzanne. Lighting is provided by a Sun Lamp. This method is based on colors because Blender 2.45 doesnt support shader influence controls. Notice that material retouching only afects colors, not Ray Traced or buffered shadows.
Locally controllable stylized Shading (english). https://www.olm.co.jp/en/rd/2007/07/s...007_paper.html
Locally controllable stylized Shading (Japanese). https://www.olm.co.jp/b/rd/2007/07/_-...d_shading.html
Test of ton Shading retouch on 3d (Japanese,XSI). https://artifacts, sakura, ne.jp/sakanaya/2007/10/3d.htm
Nanmo (japan). https://bleble, tumblr.com/
By nanmo. www.blenderart.org