Warning: Super SOuP Newbie alert.

I love the fact that there was a topic about toonshading, albeit in 2015. I am quite surprised but am heavily curious. I'm very, very new to this stuff, especially about nodes. Most of what I do is simply animate and use scripts, and that's it on Maya.

Would like to ask if you can help me though understanding how you resolved this with another user?

Summarized goal:
Normals influence lighting with occluded verts/threshold control.
B&W Texture [I made using 3D coat] to influence what's mostly lit and what's least lit.

Currently use [gumroad]:
Normal Paint

-Hardware rendering/never Arnold [too slow using CPU/Viewport]
-Uses EnoguToon [shaderFX additions to Maya's original toonshader]

The post made way back then might solve all of this, or maybe something recently developed can, but being so new to even nodes besides transferring original attributes [lol talk to me nice] it would be truly helpful if there was some sort of mini-walk-through on how to achieve what I need to achieve.

Thank you!
Hope to hear from someone soon!

 or if you ever played DragonBall FighterZ
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Can you point me to that old thread ?
I cannot remember anymore. 🙂

SOuP offers many different ways how to control mesh normals.
Can you be more specific about your exact needs ?
This will allow me to provide better answers.

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Think it was this one:

Basically I'm looking for a way to edit the Vertex Normals using texture. Instead of painting them directly with a paint normals tool in maya, the imported texture could help between the scale of 0 [black;most shaded] 50% [grey] and 100% [white;most lit].

I did try vertex color's option to import a texture, and convert vertex colors into Vertex Normals, but it usually crashes. And doubt it would do justice anyways. But with such control, to paint vertex color via texture import, anything is essentially possible in 2D animation, including Guilty Gear Xrd/Dragon Ball fighterZ results without the need to edit Vertex Colors.
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I checked the other thread - there is an example file that does exactly what you are after: using the RGB channels of a texture to control the XYZ orientation of the normals. It is my very last post.
You can use Maya's Artisan texture paint tool - it will live update the painter texture and the normals will react accordingly.

Also, SOuP now has normals styling brush. Take a look:
Screen capture makes it look choppy, but the experience is very smooth, even for dense meshes.

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Thank you!!!
Will most definitely check it out!
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