I have seen lots of attempts to create cel-shading (or is it cell-shading?) and I too have noticed how useless ink-and-paint material is.. atleast in my hands

Quick search in Google doesn't really give much, only the same old tutorials with falloff shaders. So anyways I thought I give it a go to create my own cell-shader today.
It is a simple composite material:
Base: "mental ray" material, and that has "Ambient/Reflective occlusion" shader for surface and "Combi contour" for Contour shader.
1: "mental ray" material, it has a set of falloff shaders using light/shadow setting and the mix curves are adjusted so there is no blending between the colors.
Ofcourse the "contours" are enabled too from rendering settings. And that contour shader in base material has been adjusted so that the line thickness changes correctly on this current distance. Also, the lights (2) don't use shadows at all. I actually forgot to adjust one of the falloff shaders for the rendering so that there would be "highlights" of pure white, but heh, you get the point
I believe this would easily work with moving camera in an animation.. Here is a 700kb mov for you to check out:
dl.getdropbox.com/u/774532/pyorahdys.mov
(sorry I still can't post links as my post count isn't high enough)
I'm all ears (or should I say eyes..) for your comments and suggestions how to make it better!
Cheers,
prowokator.