According to the code currently here, and the sample_uniform_cone currently here, without smoothing the resulting diffuse intensity depends on the size of the toon shader node.
So we can compensate this value to invert the calculation:
The size is multiplied by pi/2 (so this is relative to half cone angle).
Then take 1 minus the cosinus of the previous ...
If using generated texture coordinates, such as:
The coordinates will be between 0 and 1, whatever the object size is.
So if we apply a boolean, the resulting object size changes and the texture stretches (which can be an interesting effect, by the way):
If we use 'object', like here:
Coordinates are stable in object space as they are the real ...
There is no way to answer this question with a 'yes' based on facts. You do not need to master anything, but you might want to learn to use the nodes in order to make your life easier. Cycles nodes are for material creation in Cycles so no matter how you make your textures, if you use Cycles you might want to learn its functionality. Nodes can be useful for ...
For the transparent background you need to enable Transparent in the Film panel. If you want to enable or disable this option for specific frames:
Move to the first frame in the timeline
Set the state of the Transparent checkbox (enable if you want the majority of the frames to be transparent, disable if you want most frames without transparency)
Hover over ...
For the magic box, the material of the front face is a simple principled shader (the default one) and the material of the side faces is a simple transparent shader.
The material of the other cubes is the same (or at least they both have this structure), like shown in the picture:
(You probably want to disable the little cube's shadow)
So you get this:
Oh...you want to do that to a scene? Whoops. Well this is how it would work. You would still use nodes, but instead of using the Material nodes, use the Compositing Nodes (the tab with the two pictures at the bottom of the Node Editor.)
This is what the scene would normally look like.
Here's a few different effects you could try out.
A Persona-esque ...
Image texture is just a storage of information. In your case, a normal map will suit for 100% sure.
I use the polymer gun grip material for it, you can find it here
Basically you can do almost any materiel in Principled BSDF now.
You will need a normal map to fake the wavy surface. Connect that image texture to a normal map node to control strength. The ...