Outlines in built-in Toon Shader not achieving desired effect

This image shows what I’m talking about. This is my first time using Toon Shaders so forgive me if its simple.

Using a spherical object exhibits the correct effect. Looking at it from any angle always shows the outline to be continuous and also the outline doesn’t seem to be a plane which has been detached from the surface of the object.

I’d like to know how to achieve the same effect on cubical objects with a number of edges.
Thanks.

It’s because hard edges splitting normals apart.


Try to make 2 almost identical meshes, one with soft edges, and another with hard.
Crate shader with only “black pass” part of toon shader, attach them to soft mesh model. Use any other shader for hard one.

This image create in 3ds Max by following steps:
Create a cube.
Scale him.
Clone cube.
Add modifier “Smooth” with group 1 setted.
“Reset X-form” utility applied.
Add modifier “Normal”.
Add modifier “Push”
And black material applied.
So you can use any shader for outline mesh.

I’ll be trying this out now. Thanks.