Contents
The Stylized Hatching mainly happens in a DisplayFilter node, with optional information on a per-object basis from PxrStylizedControl.
Can be used on its own for simple cool styles or combined together (daisy-chained) with other Hatching nodes, or Toon & Lines nodes. When daisy-chaining Hatching with the other Stylized nodes, an ideal order is Hatching, then Lines on top. You can combine multiple Hatching and use the Mask/Input Mask feature on the node to mask them together based on different input signals (light sources, camera range, ...).
Result
Disable - turns this node off, and shows the previous beauty of the daisy chain if another DisplayFilter connected before this one, or just the regular beauty render if no other DisplayFilter node connected.
Hatching On Color - Ignore albedo color for base color and use a given color for all objects.
- Hatch On Color - Use this color for all objects.
- Hatch On Background - Use background color or texture for object albedo color. The texture will swim if there is movement.
Add Spec - Add specular contribution to hatching
- Hatching Comp - auto composite that adds the hatching to the previous beauty
- Hatching Blend - grayscale showing just the hatching texture blending (if shows up red your hatching textures need to be 3 color RGB not single channel float)
- Signal Luminance - correct RGB weighting for converting color to grayscale, currently not used in any modes, just a visualizer
- Signal Energy - the internal "white shader pass" that this node creates and uses to blend the hatching
Triplanar Test Colors - preview of triplanar blending, with solid colors
Input Page
Signal
Name of a color AOV to use for the signal to hatching. Typically diffuse can put any light AOV here. This AOV has to be set up in Maya/Katana/Houdini or DisplayFilter will exit.
Mode
Under the hood a white shader approximation is created based off the Signal AOV to drive the Hatching.
mono - single channel
average - average of RGB components of Signal AOV
Div Albedo AOV - divide Signal AOV lighting results with a pure albedo from NPRalbedo AOV or albedo AOV
Div NPRalbedo AOV - divide Signal AOV lighting results with a pure albedo from NPRalbedo AOV or albedo AOV. Must set Albedo Color in PxrStylizedControl Pattern node.
Invert Signal
Inverts the grayscale input signal. See example demo video:
Override Signal by Camera Range
Instead of reading the Input Signal, replace by Camera Range. See example demo video in Maya and Katana.
Camera Range Page
Camera Range Mask Switch
Mask out regular hatching (When Visualizer on Hatching On Color, Hatching Final) by Camera Range defined by Z_min and Z_max below
Z Depth Mode
Slightly different Z depth data from these 2 sources
Cam Dist Z Min
Linstep Min on Z (blue channel from lineNZ)
Cam Dist Z Max
Linstep Max on Z (blue channel from lineNZ)
Remap Spline Swatch Select to use the Ramp spline below
Flip Min Max
Flip Min with Max
Z Min Hatch Frequency
Frequency at Cam Dist Z Min
Z Max Hatch Frequency
Frequency at Cam Dist Z Max
Input Remap Page
Gain
Pre gain the incoming signal (from Input/Signal)
Gamma
Pre gamma the incoming signal (from Input/Signal)
Enable Ramp
Use the float spline ramp below
Ramp
Use the float spline ramp below to remap the incoming Input/Signal after Gain & Gamma
Hatching Projection Page
Frequency
Higher numbers, higher frequency. For Screen start at 1. For Triplanar start at 0.005.
Projection
Screen - "Screen" or "NDC" coordinates to project Hatching textures. Will swim over animation and and camera moves. Great for stills or non moving geometry.
Triplanar - Creates triplanar projection from NPRPtriplanar & NPRNtriplanar AOVs (written out from PxrStylizedControl).
NPRtexture Coords AOV - Uses XY coordinates from RED & GREEN channels of NPRtextureCoords AOV (set in PxrStylizedControl). This is useful for user to set any custom coordinate system, for example a camera projection.
Flip
Flip textures in "t" direction when using Triplanar Projection
Triplanar P
NPRPtriplanar - uses NPRPtriplanar AOV (set by PxrStylizedControl). This is by default P in object space.
P - uses factory P AOV
__Pref - uses __Pref AOV. Must set in DCC (Maya/Houdini/Katana) as "rest position", and create the AOV.
aov - Name of a custom color AOV to use for the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are setup.
Triplanar P String
Conditional visibility: if Triplanar P set to aov. Name of a color AOV to use for the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are setup.
Triplanar N
NPRNtriplanar - uses NPRNtriplanar AOV (set by PxrStylizedControl)
Nn - uses factory surface normal N AOV
__Nref - uses __Nref AOV. Must set in DCC (Maya/Houdini/Katana) as "rest position", and create the AOV.
aov - Name of a custom color AOV to use for the triplanar blending of N. If set to "NPRNtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "N" "__Nref" if those AOVs are setup.
Triplanar N String
Conditional visibility: if Triplanar N set to aov. Name of a color AOV to use for the triplanar blending of N. If set to "NPRNtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "N" "__Nref" if those AOVs are setup.
In the video above, the column on the left, N, shows the texture "swimming" through the triplanar Normal mask because the object is deformed. The column on the right, __Nref, shows the original N on the surface of the deforming geo, thus having the same texture even as the face orients in different directions. The only hatching texture changes are when the object goes in and out of shadow, as the hatching is based on lighting.
Triplanar Blending
A value of 0 has no blending, through to 1 for full blending.
Mode
1 value - 1 frequency for all hatching textures. Use Frequency parameter above.
8 values - 8 different frequencies for each individual hatching texture for custom results
Camdist Range - Uses camera distance to drive frequency of hatching textures
Light Signal Range - Uses Input/Signal to drive frequency of hatching
Hatching Freq Tex 1 - Tex 8
Conditional Visibility: if Mode = 8 values. Hatching frequency for textures 1-8. Each texture can have it's own frequency. For Screen start 1. For Triplanar start at 0.005.
Hatch Tex Color Mix
Select a coordinated set of hatching textures from the predefined collection. Or specify the directory name of your own custom set (will be expanded as dirname/dirname-01.tex, etc). Or pick 8 individual textures separately.
Hatching Color Page
Color From
Select which AOV to determine the coloring of the hatching
Color
Hatching color, if Color From is Color Swatch
Hatch On Color
Color to apply hatching to behind textures. Only visible when Result set to Hatch On Color.
Hatching Canvas Page
Enable
Switch to turn on Canvas mode
Canvas Color
Background or "paper" color outside of alpha
Canvas Texture
Provide background "paper" texture. If blank, automatically uses Canvas Color.
Hatching Textures Page
Type
Standard - Select hatching from several shipped presets
Custom - Provide your own directory with 8 textures (must be named pxrStylized-customname-01.tex). For examples look at: C:\Program Files\Pixar\RenderManProServer-25.0\lib\textures\StylizedLooks\
Individual - Provide your own individual textures in .tex format
Texture Set
Select hatching from several presets
Toon Mode
Automatically replace textures with flat colors for a toon cel look. Still uses all blending remap settings to distribute flat colors. Ignores textures.
Progressive
Composites textures on top of each other if not originally created that way (each texture progressively is added to the previous one). Useful when using 8-val frequency mode.
Invert
Invert order of progression of hatch texture lookups. For diffuse signals, typically left OFF (default).
Blending Page
Color Blend Signal
Replace tex1-tex8 with RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET, TURQUOISE for previewing blending
Blending Mode
Select between Mix and Weighted blending. Mix is an auto blend between all textures. Weighted uses custom weighting functions with a Blending Hold and Blending Overlap
First Texture is White
Before the lightest texture, tex1, add solid color white
Last Texture is Black
After the darkest texture, tex8, add solid color black
Hold
Values above 0 keep each texture more prominent
Overlap
Overlap of the Bell Curve weighting function. 0.125 is minimum and blends 2 textures, higher values blend more up to 8 textures.
Output Page
AOV
Name of a color AOV to use for this specific Hatching node. Default goes to GREEN channel of NPRhatchOut, use this for additional AOV support for use in compositing.
Channel
Which channel to write grayscale hatching output to
Mask Page
Light Mask Switch
Use light aov defined in signal_aov_string above as mask for previously daisy-chained Stylized shaders and/or physically based lighting
Alpha Hatch Switch
When using Light Mask, black areas of hatch are transparent to previously daisy-chained or physically based layers
NPR Mix
0: disables this Hatching Node and shows previous node if daisy chained, or original beauty if no previous Stylized Looks nodes. 1: full Hatching from this node.
Compositing Page
Mix
0: disables this Hatching Node and shows previous node if daisy chained, or original beauty if no previous Stylized Looks nodes. 1: full Hatching from this node.
Gamma
Gamma to final hatching, smaller numbers make it higher contrast. Try 0.5.
Result
Disable - turns this node off, and shows the previous beauty of the daisy chain if another DisplayFilter connected before this one, or just the regular beauty render if no other DisplayFilter node connected.
Hatching On Color - Ignore albedo color for base color and use a given color for all objects.
- Hatch On Color - Use this color for all objects.
- Hatch On Background - Use background color or texture for object albedo color. The texture will swim if there is movement.
Add Spec - Add specular contribution to hatching
- Hatching Comp - auto composite that adds the hatching to the previous beauty
- Hatching Blend - grayscale showing just the hatching texture blending (if shows up red your hatching textures need to be 3 color RGB not single channel float)
- Signal Luminance - correct RGB weighting for converting color to grayscale, currently not used in any modes, just a visualizer
- Signal Energy - the internal "white shader pass" that this node creates and uses to blend the hatching
Triplanar Test Colors - preview of triplanar blending, with solid colors
Input Page
Signal
Name of a color AOV to use for the signal to hatching. Typically diffuse can put any light AOV here. This AOV has to be set up in Maya/Katana/Houdini or DisplayFilter will exit.
Mode
Under the hood a white shader approximation is created based off the Signal AOV to drive the Hatching.
mono - single channel
average - average of RGB components of Signal AOV
Div Albedo AOV - divide Signal AOV lighting results with a pure albedo from NPRalbedo AOV or albedo AOV
Div NPRalbedo AOV - divide Signal AOV lighting results with a pure albedo from NPRalbedo AOV or albedo AOV. Must set Albedo Color in PxrStylizedControl Pattern node.
Invert Signal
Inverts the grayscale input signal. See example demo video:
Override Signal by Camera Range
Instead of reading the Input Signal, replace by Camera Range. See example demo video in Maya and Katana.
Camera Range Page
Camera Range Mask Switch
Mask out regular hatching (When Visualizer on Hatching On Color, Hatching Final) by Camera Range defined by Z_min and Z_max below
Z Depth Mode
Slightly different Z depth data from these 2 sources
Cam Dist Z Min
Linstep Min on Z (blue channel from lineNZ)
Cam Dist Z Max
Linstep Max on Z (blue channel from lineNZ)
Remap Spline Swatch Select to use the Ramp spline below
Flip Min Max
Flip Min with Max
Z Min Hatch Frequency
Frequency at Cam Dist Z Min
Z Max Hatch Frequency
Frequency at Cam Dist Z Max
Input Remap Page
Gain
Pre gain the incoming signal (from Input/Signal)
Gamma
Pre gamma the incoming signal (from Input/Signal)
Enable Ramp
Use the float spline ramp below
Ramp
Use the float spline ramp below to remap the incoming Input/Signal after Gain & Gamma
Hatching Projection Page
Frequency
Higher numbers, higher frequency. For Screen start at 1. For Triplanar start at 0.005.
Projection
Screen - "Screen" or "NDC" coordinates to project Hatching textures. Will swim over animation and and camera moves. Great for stills or non moving geometry.
Triplanar - Creates triplanar projection from NPRPtriplanar & NPRNtriplanar AOVs (written out from PxrStylizedControl).
NPRtexture Coords AOV - Uses XY coordinates from RED & GREEN channels of NPRtextureCoords AOV (set in PxrStylizedControl). This is useful for user to set any custom coordinate system, for example a camera projection.
Flip
Flip textures in "t" direction when using Triplanar Projection
Triplanar P
NPRPtriplanar - uses NPRPtriplanar AOV (set by PxrStylizedControl). This is by default P in object space.
P - uses factory P AOV
__Pref - uses __Pref AOV. Must set in DCC (Maya/Houdini/Katana) as "rest position", and create the AOV.
aov - Name of a custom color AOV to use for the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are setup.
Triplanar P String
Conditional visibility: if Triplanar P set to aov. Name of a color AOV to use for the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are setup.
Triplanar N
NPRNtriplanar - uses NPRNtriplanar AOV (set by PxrStylizedControl)
Nn - uses factory surface normal N AOV
__Nref - uses __Nref AOV. Must set in DCC (Maya/Houdini/Katana) as "rest position", and create the AOV.
aov - Name of a custom color AOV to use for the triplanar blending of N. If set to "NPRNtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "N" "__Nref" if those AOVs are setup.
Triplanar N String
Conditional visibility: if Triplanar N set to aov. Name of a color AOV to use for the triplanar blending of N. If set to "NPRNtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "N" "__Nref" if those AOVs are setup.
In the video above, the column on the left, N, shows the texture "swimming" through the triplanar Normal mask because the object is deformed. The column on the right, __Nref, shows the original N on the surface of the deforming geo, thus having the same texture even as the face orients in different directions. The only hatching texture changes are when the object goes in and out of shadow, as the hatching is based on lighting.
Triplanar Blending
A value of 0 has no blending, through to 1 for full blending.
Mode
1 value - 1 frequency for all hatching textures. Use Frequency parameter above.
8 values - 8 different frequencies for each individual hatching texture for custom results
Camdist Range - Uses camera distance to drive frequency of hatching textures
Light Signal Range - Uses Input/Signal to drive frequency of hatching
Hatching Freq Tex 1 - Tex 8
Conditional Visibility: if Mode = 8 values. Hatching frequency for textures 1-8. Each texture can have it's own frequency. For Screen start 1. For Triplanar start at 0.005.
Hatch Tex Color Mix
Select a coordinated set of hatching textures from the predefined collection. Or specify the directory name of your own custom set (will be expanded as dirname/dirname-01.tex, etc). Or pick 8 individual textures separately.
Hatching Color Page
Color From
Select which AOV to determine the coloring of the hatching
Color
Hatching color, if Color From is Color Swatch
Hatch On Color
Color to apply hatching to behind textures. Only visible when Result set to Hatch On Color.
Hatching Canvas Page
Enable
Switch to turn on Canvas mode
Canvas Color
Background or "paper" color outside of alpha
Canvas Texture
Provide background "paper" texture. If blank, automatically uses Canvas Color.
Hatching Textures Page
Type
Standard - Select hatching from several shipped presets
Custom - Provide your own directory with 8 textures (must be named pxrStylized-customname-01.tex). For examples look at: C:\Program Files\Pixar\RenderManProServer-25.0\lib\textures\StylizedLooks\
Individual - Provide your own individual textures in .tex format
Texture Set
Select hatching from several presets
Toon Mode
Automatically replace textures with flat colors for a toon cel look. Still uses all blending remap settings to distribute flat colors. Ignores textures.
Progressive
Composites textures on top of each other if not originally created that way (each texture progressively is added to the previous one). Useful when using 8-val frequency mode.
Invert
Invert order of progression of hatch texture lookups. For diffuse signals, typically left OFF (default).
Blending Page
Color Blend Signal
Replace tex1-tex8 with RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET, TURQUOISE for previewing blending
Blending Mode
Select between Mix and Weighted blending. Mix is an auto blend between all textures. Weighted uses custom weighting functions with a Blending Hold and Blending Overlap
First Texture is White
Before the lightest texture, tex1, add solid color white
Last Texture is Black
After the darkest texture, tex8, add solid color black
Hold
Values above 0 keep each texture more prominent
Overlap
Overlap of the Bell Curve weighting function. 0.125 is minimum and blends 2 textures, higher values blend more up to 8 textures.
Output Page
AOV
Name of a color AOV to use for this specific Hatching node. Default goes to GREEN channel of NPRhatchOut, use this for additional AOV support for use in compositing.
Channel
Which channel to write grayscale hatching output to
Mask Page
Light Mask Switch
Use light aov defined in signal_aov_string above as mask for previously daisy-chained Stylized shaders and/or physically based lighting
Alpha Hatch Switch
When using Light Mask, black areas of hatch are transparent to previously daisy-chained or physically based layers
NPR Mix
0: disables this Hatching Node and shows previous node if daisy chained, or original beauty if no previous Stylized Looks nodes. 1: full Hatching from this node.
Compositing Page
Mix
0: disables this Hatching Node and shows previous node if daisy chained, or original beauty if no previous Stylized Looks nodes. 1: full Hatching from this node.
Gamma
Gamma to final hatching, smaller numbers make it higher contrast. Try 0.5.