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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.

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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

nameHatching-Deform-N-Nref-800px.mov.mp4
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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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