Disable - 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 On Color - Ignore albedo color for base color and use a given color for all objects.
Add Spec - Add specular contribution to hatching
Triplanar Test Colors - preview of triplanar blending, with solid colors
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.
Under the hood a white shader approximation is created based off the Signal AOV to drive the Hatching.
mono - single channel
average - average of RGB components of Signal AOV
Div Albedo AOV - divide Signal AOV lighting results with a pure albedo from NPRalbedo AOV or albedo AOV
Div NPRalbedo AOV - divide Signal AOV lighting results with a pure albedo from NPRalbedo AOV or albedo AOV. Must set Albedo Color in PxrStylizedControl Pattern node.
Inverts the grayscale input signal. See example demo video:
Instead of reading the Input Signal, replace by Camera Range. See example demo video in Maya and Katana.
Mask out regular hatching (When Visualizer on Hatching On Color, Hatching Final) by Camera Range defined by Z_min and Z_max below
Slightly different Z depth data from these 2 sources
Linstep Min on Z (blue channel from lineNZ)
Linstep Max on Z (blue channel from lineNZ)
Remap Spline Swatch Select to use the Ramp spline below
Flip Min with Max
Frequency at Cam Dist Z Min
Frequency at Cam Dist Z Max
Pre gain the incoming signal (from Input/Signal)
Pre gamma the incoming signal (from Input/Signal)
Use the float spline ramp below
Use the float spline ramp below to remap the incoming Input/Signal after Gain & Gamma
Higher numbers, higher frequency. For Screen start at 1. For Triplanar start at 0.005.
Screen - "Screen" or "NDC" coordinates to project Hatching textures. Will swim over animation and and camera moves. Great for stills or non moving geometry.
Triplanar - Creates triplanar projection from NPRPtriplanar & NPRNtriplanar AOVs (written out from PxrStylizedControl).
NPRtexture Coords AOV - Uses XY coordinates from RED & GREEN channels of NPRtextureCoords AOV (set in PxrStylizedControl). This is useful for user to set any custom coordinate system, for example a camera projection.
Flip textures in "t" direction when using Triplanar Projection
NPRPtriplanar - uses NPRPtriplanar AOV (set by PxrStylizedControl). This is by default P in object space.
P - uses factory P AOV
__Pref - uses __Pref AOV. Must set in DCC (Maya/Houdini/Katana) as "rest position", and create the AOV.
aov - Name of a custom color AOV to use for the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are setup.
Conditional visibility: if Triplanar P set to aov. Name of a color AOV to use for the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into PxrStylizedControl node to provide custom co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are setup.
NPRNtriplanar - uses NPRNtriplanar AOV (set by PxrStylizedControl)
Nn - uses factory surface normal N AOV
__Nref - uses __Nref AOV. Must set in DCC (Maya/Houdini/Katana) as "rest position", and create the AOV.
aov - Name of a custom 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.
Conditional visibility: if Triplanar N set to 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.
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.
A value of 0 has no blending, through to 1 for full blending.
1 value - 1 frequency for all hatching textures. Use Frequency parameter above.
8 values - 8 different frequencies for each individual hatching texture for custom results
Camdist Range - Uses camera distance to drive frequency of hatching textures
Light Signal Range - Uses Input/Signal to drive frequency of hatching
Conditional Visibility: if Mode = 8 values. Hatching frequency for textures 1-8. Each texture can have it's own frequency. For Screen start 1. For Triplanar start at 0.005.
Select a coordinated set of hatching textures from the predefined collection. Or specify the directory name of your own custom set (will be expanded as dirname/dirname-01.tex, etc). Or pick 8 individual textures separately.
Select which AOV to determine the coloring of the hatching
Hatching color, if Color From is Color Swatch
Color to apply hatching to behind textures. Only visible when Result set to Hatch On Color.
Switch to turn on Canvas mode
Background or "paper" color outside of alpha
Provide background "paper" texture. If blank, automatically uses Canvas Color.
Standard - Select hatching from several shipped presets
Custom - Provide your own directory with 8 textures (must be named pxrStylized-customname-01.tex). For examples look at: C:\Program Files\Pixar\RenderManProServer-25.0\lib\textures\StylizedLooks\
Individual - Provide your own individual textures in .tex format
Select hatching from several presets
Automatically replace textures with flat colors for a toon cel look. Still uses all blending remap settings to distribute flat colors. Ignores textures.
Composites textures on top of each other if not originally created that way (each texture progressively is added to the previous one). Useful when using 8-val frequency mode.
Invert order of progression of hatch texture lookups. For diffuse signals, typically left OFF (default).
Replace tex1-tex8 with RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET, TURQUOISE for previewing blending
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
Before the lightest texture, tex1, add solid color white
After the darkest texture, tex8, add solid color black
Values above 0 keep each texture more prominent
Overlap of the Bell Curve weighting function. 0.125 is minimum and blends 2 textures, higher values blend more up to 8 textures.
Name of a color AOV to use for this specific Hatching node. Default goes to GREEN channel of NPRhatchOut, use this for additional AOV support for use in compositing.
Which channel to write grayscale hatching output to
Use light aov defined in signal_aov_string above as mask for previously daisy-chained Stylized shaders and/or physically based lighting
When using Light Mask, black areas of hatch are transparent to previously daisy-chained or physically based layers
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.
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.
Gamma to final hatching, smaller numbers make it higher contrast. Try 0.5.