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  • 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 Energycorrect 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.

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Remap Spline Swatch Select to use the Ramp spline below

Hatching Gamma

Gamma

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to final hatching, smaller numbers make it higher contrast. Try 0.5

Rainbox Test Colors

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.

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