Anime and Noir toon shaders
for Poser 5 or 6.

Not tested on Mackintosh systems.
© 2006 by Josh Griffing a.k.a. QSabot.
[developed from TrekkieGrrrl's "Toon White" shader, available at http:\\trekkiegrrrl.dk under the "Textures downloads menu.]

These shaders may be used in any render, commercial or otherwise.  You may make derivative shaders from them, but give me credit in the documentation.  You may not sell the shaders themselves, nor redistribute them piecemeal (or without this document.)  Provided you significantly alter the shader files in your derivatives, you may do as you please with them.

Thanks for downloading.
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There are seven sets of shaders in the collection. Each set contains a particular style of shaders, following roughly the same pallette, as follows:
Black, Blue, Brown, Copper*, Cyan, Flesh**, Glass*, Gold*, Green, Grey, Honey, Magenta, Red, Silver*, White***, Yellow.

Noir 0:  Solid, mainly primary colors. ("Noir Alpha" is white, correspondant to "Noir 01", "Noir 02" in the other sets.)  12 shaders.
Noir 1:  Solid, sharper tones than Noir 0. No "Noir Black 01":  "Noir Glass 01" instead, and so for sets 3 and 4.  12 shaders.
Noir 2:  Semireflective, nonmetallic shaders corresponding to the colors in Noir 1.  No Glass or Flesh tones.  10 shaders.
Noir 3:  Harsher versions of Noir 1 shaders, including Flesh and Glass tones.  Noir Glass 03 is nonreflecting.  12 shaders.
Noir 4:  Harsher versions of Noir 2 shaders, plus Copper, Glass, Gold, and Silver.  14 shaders.
Noir X:  Special shaders.  Metals, Glass, Coal, Flat Black, and Ink, a black & white dichromatic shader.  7 shaders.
Anime:  Brightly-painted versions of all of the above colors except Glass.  Shadow anime shader added.  16 shaders.

In order to apply textures to these shaders, apply the white base shader (usually) of the style you want, then apply the texture map to the Diffuse and Highlight channels.  Go into Advanced Settings, make sure that the Alternate Diffuse color is attached to the Toon node (it should be already) and plug the Light Color on the Edge Blend node into the Image_Map node for your texture.
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*   The base shaders for these colors are included in the Noir X archive, not Noir 0.
**  Northern-European fleshtone.  Not discriminating, just not going to play Politically Correct mind games.
*** Noir Alpha in the 0 set, unnamed in all others. White in the Anime set.
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The .zip files should self-extract into ...\Materials\Cell Shading\Noir (n) in whatever Runtime you send them to.  They will not, unfortunately, work in DAZ|Studio, but that is not my fault.  One day I may make some for D|S.

Have fun!

"God forbid; yea, let God be true, but every man a liar; as it is written, That thou mightest be justified in thy sayings, and mightest overcome when thou art judged."  Romans 3:4

Josh Griffing
<>< John 1:1

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