This is a node group for the Blender Internal Render Engine, which allows you to quickly create a cell shader material.
You can use your own color ramp and transition texture. The blend file includes an example scene, materials and procedural textures.
Node Inputs:
- Diffuse Bleed (0 - 1): Here you input how long the transition between two colors should be. Different textures might need different values for the same transition length.
__Specular Bleed (0 - 2): __The same as Diffuse Bleed, but for the specular lighting.
__Texture: __Input the grayscale texture you want to use for the transition. Procedural textures generally work pretty good. Remember to use a Geometry Input node (Orco = Generated) to get Texture coordinates and a Mapping node to scale them.
Node Outputs:
__- Diffuse: __Outputs a value which you then input into your cell shader color ramp (as shown in the blend file).
__- Specular: __Outputs a value which you then input into your specular color ramp (which is usally black-white).
You then add the outputs with a MixRGB in Add mode with Factor 1.
Important: __Enable "Full Oversampling" in the material settings to get proper anti-aliasing. (__NOT "Full Sample" in the render settings)
Note: The materials in the blend file also use Freestyle for the edges.
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