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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.

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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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Select hatching from several presets Image Grid GalleryitemSize400