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I made a character for a mobile game in Blender rendered with Cycles, and i used a toon material as shader. Now, for each toon material i create, i used an 'Image Texture' as a color gradient. I like the result, but i'm trying to work more on the shadows of the character, not cast shadows, but of the character itself. What i cannot figure out, using an image texture(png) as a color gradient, is there a way to change the colors of the shadows of the material? only of the shadows. This is my character:enter image description here Thank you in advance

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  • $\begingroup$ I think you have more controll over the overall toon shader in the blender internal render engine... $\endgroup$ – Bert VdB Jan 11 '18 at 8:23
  • $\begingroup$ Thank you, i was thinking if there is a way to do it in Cycles $\endgroup$ – Lorenzo Jan 11 '18 at 13:16
  • $\begingroup$ If you can find a way using the blender internal render engine, you will also have the advantage of shorter render times $\endgroup$ – Bert VdB Jan 11 '18 at 13:48
  • $\begingroup$ I would like to keep using Cycles because i already set lightining and all other materials/textures, and to not change it again, but in case i will make also a test with internal render $\endgroup$ – Lorenzo Jan 11 '18 at 14:17
  • $\begingroup$ related blender.stackexchange.com/questions/69709/… $\endgroup$ – lemon Apr 28 '18 at 16:29
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Eevee

Just an illustration of Coby Randal's comment - Shader to RGB node.

enter image description here

In case you want to keep AO ...

enter image description here

Note: I wanted to composite AO pass (instead mix it in shader), but with this shader is AO pass wrong for some reason.

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I haven't found a way to change the color of shadows with only materials in cycles, I mean there is a way, but by doing so all shadows made by that object will be tinted (either on itself and that would include the background). A more controlled way would be by using the compositor in post, production.

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You can't change the color of the shadows directly as far as I know, but via compositing you can. Try messing with a color balance node and see if it is to your liking. https://docs.blender.org/manual/en/latest/compositing/types/color/color_balance.html

edit: actually, if you are willing to switch to eevee, you might be get more control over your shadows. https://www.youtube.com/watch?v=t91X4eukZY4 Here is the tutorial I followed, except I didn't split the RGB, didn't use a diffuse shader to modify the base, and just simply used a color ramp with the different colors I wanted for the shaders. Try it c:

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