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2 modes: length of the camera P, or absolute value of camera P Z component

Lines Page


Section Spread Scale

If random id sections colors are too close together on adjacent objects, tune this value above one to see random colors spread farther apart, resulting in more consistent edge detection across object boundaries.

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Color of lines generated in PxrStylizedLinesDisplayFilter PxrStylizedLines when Line Color From Pattern option chosen

Line Albedo HSV

TEMP INFOHue, Saturation, Value color corrections of Line Albedo color/map

Line Thickness

If Line Thickness From Pattern chosen from PxrStylizedLinesDisplayFilterPxrStylizedLines, this line thickness is used for all objects this node attached to.

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ON: connect upstream Pattern (fractal, texture, ...) to Line Thickness, then use remap_min and remap_max below to linearly step between the two.  For example: if you have a fractal going between 0..1 plugged into Line Thickness, remap_min=0, remap_max=10, then your final line thickness will be 10 where the fractal is 1 (white) and 0 where the fractal is 0 (black)

Line Thickness Remap Min

If Line Thickness From Pattern chosen from PxrStylizedLines and upstream node connected to Line Thickness, use this min value to remap upstream 0 value to. Example: if PxrFractal is plugged in upstream to Line Thickness, the 0 (black) value in the PxrFractal pattern will remap to this min

Line Thickness Remap Max

If Line Thickness From Pattern chosen from PxrStylizedLines and upstream node connected to Line Thickness, use this min value to remap upstream 0 value to. Example: if PxrFractal is plugged in upstream to Line Thickness, the 1 (white) value in the PxrFractal pattern will remap to this max

Line Mask

Mask out unwanted areas for resulting edge detected lines by plugging upstream node texture or pattern.

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Mask out unwanted areas for resulting hatching by plugging in upstream node texture or pattern.  Stores value in GREEN channel of NPRline maskNPRlineMask AOV

Sections Map Switch

Use map in sections \map below to define variance in image instead of random id

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Tint Sections Map in HSV. 1st input = Hue, 2nd input = Saturation, 3rd input = Value

Hatching Projections Page

Hatching Mask

Mask out unwanted areas for resulting hatching by pluging in upstream node texture or pattern. Stores value in GREEN channel of NPRlineMask AOV.

P Triplanar

P: object space P, __Pref: if exists as primvar, Input P Triplanar: upstream PxrManifold3d connected to inputPtriplanar inputs on this node.

Input P Triplanar

If using Blended Triplanar Projections in PxrStylizedHatchingDisplayFilterPxrStylizedHatching, optionally plug upstream point P XYZ into RGB here. For example: for a deformation animation of a character, a custom __Pref via PxrProjector or PxrManifold3d can be connected here.

N Triplanar

N: default global N, __Nref: if exists as primvar, Input N Triplanar: any upstream XYZ for N user connects into inputNtriplanar inputs on this node.

Input N Triplanar

If using Blended Triplanar Projections in PxrStylizedHatching, optionally plug upstream normal N XYZ into RGB here. Example: for a deformation animation of a character, a custom __Nref via PxrProjector or PxrManifold3d can be connected here.

Input Texture Coordinates

If using Texture Coordinates in PxrStylizedHatchingDisplayFilterPxrStylizedHatching, optionally plug upstream point P XYZ into RGB here. For example, a custom camera projection is desired, plug PxrProjector upstream here.

Triplanar Scale X

Scale X component of P for triplanar projections to change frequency of texture on that plane

Triplanar Scale Y

Scale Y component of P for triplanar projections to change frequency of texture on that plane

Triplanar Scale Z

Scale Z component of P for triplanar projections to change frequency of texture on that plane