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I'm working on a workflow to make duotone illustrations. I like to work with emission shaders for this, because they eliminate all lightbounces, thereby it requires almost no rendertime and gives me a vector-like illustration. In the image below I put a Fresnel Node in the Mixshader to seperate colors, but what I actually want is to replace this Node for the information of the lighting in the scene. Got any ideas?

I also tried to use a Toon node and a Glossy node with roughness to 0, but I really like the Emission shader because the color isn't affected by background or lighting. Maybe there is a way to convert a material node to color data and to set a colorramp on that? Node set-up

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  • $\begingroup$ It's unclear to me what you actually need: those two sentences seems contradictory: "I really like the Emission shader because the color isn't affected by background or lighting" and "what I actually want is to replace this Node for the information of the lighting in the scene". You may want to search for NPR in Google/Youtube, there's a lot of tutorials on that. Here's one: youtube.com/watch?v=TpWI2rU8iF0 $\endgroup$ – Markus von Broady Mar 13 at 11:22
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In order to calculate scene lighting, try shader to RGB node.

enter image description here

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