The Method:
|
Diffuse Settings for the Color Zones (When The Ambient Lighting is Set to 0%):
| Diffuse 0% | 1 Color Zone. |
| Diffuse 00.1%-40% | 2 Color Zones. |
| Diffuse 40.1%-90% | 3 Color Zones (width of brightest zones will vary according to the Diffuse setting. |
| Diffuse 90.1%-up | 4 Color Zones (width of brightest zones will vary according to the Diffuse setting. |
Here are some samples of what you can do with the original Cel Shader:

RGB 200 255 255
Luminosity is set to 100%
Diffuse is set to 100%
(There are 4 Color Zones here--it's just that the brightest 3 Zones
appear to be white, due to the high Luminosity)
(Because the Luminosity is 100%, the least bright Zone is set to the surface's base color of RGB 200 255 255).

RGB 255 150 0
Luminosity is set to 100%
Diffuse is set to 40%
For folks who prefer the look of high-budget palettes, here's some more samples:

RGB 255 150 0
Luminosity is set to 100%
Diffuse is set to 50%
(Although any Diffuse setting between 40.1% and 90% will give you three Color Zones, 50% gives me the
"highlight paint" effect that I want. More on that in the following image).

RGB 255 150 0
Luminosity is set to 100%
Diffuse is set to 75%
(Increasing the Diffuse setting increases the size of that "highlight" paint).

RGB 255 190 0
Luminosity is set to 100%
Diffuse is set to 100%
This gives you a more "cartoony" celshaded yellow than Cel Shader applied to "real" yellow. Compare:

The wing on the right has a surface color of RGB 255 240 0 and a Luminosity setting of 60%.
That's pretty much all I know about the original Cel Shader. Experiment with different RGB colors, Luminosity, and Diffuse settings to get the look that you want. :-)