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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.
Signal Energy From
Under the hood a white shader approximation is created based off the Signal AOV to drive the Hatching. By default using average of RGB components of Signal AOV, but can also divide Signal AOV lighting results with a pure albedo from NPRalbedo AOV or albedo AOV. If NPRalbedo AOV chosen, must set Albedo Color in Stylized Controller Pattern node.
Hatch Color From
Select which AOV to determine the coloring of the hatching
Hatching Color
Hatching color, if Hatch Color From selected Color Swatch
Background Color
Background color outside of alpha
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Use light aov defined in signal_aov_string above as a mask
NPR Mix
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.
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 sourcesMixer between the beauty and NPR render
Cam Dist Z Min
Linstep Min on Z (blue channel from lineNZ)
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Remap Spline Swatch Select to use the Ramp spline below
Z Min Hatch Frequency
Frequency at Cam Dist Z Min
Z Max Hatch Frequency
Frequency at Cam Dist Z Max
Hatching Page
Hatching Gamma
Gamma to final hatching, smaller numbers make it higher contrast. Try 0.5
Rainbox Test
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Replace tex1-tex8 with RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET, TURQUOISE for previewing blending
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Overlap of the Bell Curve weighting function. 0.125 is minimum and blends 2 textures, higher values blend more up to 8 textures.
Projection
Triplanar P AOV
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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.
Multimedia |
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Using N for Triplanar N AOV the Hatching changes on deforming geo
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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.
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Triplanar Blending
A value of 0 has no blending, through to 1 for full blending.
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