Visualizer
Beauty - 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 Final - 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)
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 Camera Range - if using hatching frequency based on camera distance option, shows the result here
- Diffuse - standard diffuse AOV, to see one of the signals its using for troubleshooting
- Diffuse Luminance - Diffuse Energy - 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
Signal AOV
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 maskmask 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
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to final hatching, smaller numbers make it higher contrast. Try 0.5
Rainbox Test
Replace tex1-tex8 with RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET, TURQUOISE for previewing blending
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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
Blend Black Darkest
After the darkest texture, tex8, add solid color black
Blending Hold
Hold texture full valueValues above 0 keep each texture more prominent
Blending Overlap
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
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P AOV
Name of a color AOV to use for the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into LS_Pattern_NPR node to provide custom coordinate co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are set up. setup.
Triplanar N 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.
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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.
Triplanar Blending
A value of 0 has no blending, through to 1 for full blending.
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Select hatching from several presets Image Grid Gallery