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Input Parameters

Random Type

id takes random color float. integer takes integer values. Both for generating variance at adjacent shape nodes for resulting edge detection.

Cam Depth Type

2 modes: length of the camera P, or absolute value of camera P Z component

Section Spread Scale

If random id sections colors are too close together on adjacent objects, tune this value above one to see random colors spread farther apart, resulting in more consistent edge detection across object boundaries.

Input RGB

Pass-Through Color can connect Output RGB to PxrSurface Diffuse Color

Line Albedo Color

Color of lines generated in PxrStylizedLinesDisplayFilter when Line Color From Pattern option chosen

Line Albedo HSV

TEMP INFO

Line Thickness

If Line Thickness From Pattern chosen from PxrStylizedLinesDisplayFilter, this line thickness is used for all objects this node attached to.

Line Thickness Remap Min

If Line Thickness From Pattern chosen from PxrStylizedLinesDisplayFilter and upstream node connected to Line Thickness, use this min value to remap upstream 0 value to. Example: if PxrFractal is plugged in upstream to Line Thickness, the 0 (black) value in the PxrFractal pattern will remap to this min.

Line Thickness Remap Max

If Line Thickness From Pattern chosen from PxrStylizedLinesDisplayFilter and upstream node connected to Line Thickness, use this min value to remap upstream 0 value to. For example: if PxrFractal is plugged in upstream to Line Thickness, the 1 (white) value in the PxrFractal pattern will remap to this max.

Line Mask

Mask out unwanted areas for resulting edge detected lines by plugging upstream node texture or pattern.

Sections Map

Optional color map to add lines where they don't get detected by random id per object. For example: if edge detection is desired to be triggered along the chin of a character where the random sections id is not different, plug in an upstream texture map that has 2 different colors painted in the desired area, and the resulting sections map will be passed to edge detection algorithm. The default of black (0,0,0) doesn't trigger change.

Sections HSV

Tint Sections Map in HSV. 1st input = Hue, 2nd input = Saturation, 3rd input = Value

Input P Triplanar

If using Blended Triplanar Projections in PxrStylizedHatchingDisplayFilter, optionally plug upstream point P XYZ into RGB here. Example: for a deformation animation of a character, a custom __Pref via PxrProjector or PxrManifold3d can be connected here.

Input Texture Coordinates

If using Texture Coordinates in PxrStylizedHatchingDisplayFilter, optionally plug upstream point P XYZ into RGB here. For example: a custom camera projection is desired, plug PxrProjector upstream here.