Why is my material function creating a totally black sphere?

I’m following an online tutorial to make a physically-based cel shader, and one part of the tutorial involves a material function to limit the shadows with a dynamic S curve. However, the tutorial does not lay out the specifics of making the function, so I’ve had to eyeball everything to recreate it. In doing so, I seem to not be getting the same results as the tutorial - his has discernable, hard-edged shadows on the example sphere, while mine is pitch black. What am I doing wrong? Included are pictures of my recreation, followed by the tutorial’s function.

Mine:

Tutorials:

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The graphs aren’t the same :wink:

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Was getting ready to point that out. Nice eyeballing.

:eye: :glasses:

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