Use these settings to preview certain AOVs to aid in the development of your creative linework.
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
Final Lines Comp - view the output of the final lines composited over the previous layer (based on mode chosen in Compositing Page))
Line Thickness from PxrStylizedControl - Visualize the thickness of your lines being generated from any patterns or textures plugged into the Line Thickness Input of your PxrStylizedControl node.
Line Thickness from Lighting - visualize the line thickness generated from the scene lighting
Pro Tip: During an interactive render, try changing the Result dropdown for different modes |
Line detection type. Based on selection, selects different data AOV to run line detection on:
Outline - line on alpha of object
Sections - line on random id
LineNZ - line on combination of X Y components of surface normal and Z depth, good for unit scale
Curvature - line on change in surface normal
Camdist - line on change in camera distance
Custom AOV - custom AOV defined below
The name of a color AOV to do line detection on.
Typically this would be diffuse, but you can also put a light AOV here to determine the transition between photoreal and stylized based on the light emission. This AOV has to be set up in Maya/Katana/Houdini or DisplayFilter will exit.
Overwrite the Data AOV choses in Type above with result of line detection. Typically we don't need the original data AOV once the line detection has been computed, so for visualization and compositing purposes, writes over this AOV with the final result of the line detection.
During line detection weighting to get a variance
Different weight types graph (interactive graph https://www.desmos.com/calculator/q2pkrrwv8h):
During line detection weighting to get a variance. Choose between Spline for user to set custom control points, or Sigmoid.
See: https://www.desmos.com/calculator/g4jbxcvtqz and modify sharpness variable "a"
See: https://www.desmos.com/calculator/g4jbxcvtqz and modify offset variable "o"
The thickness of the lines, measured in pixels
Multiply Line Thickness by Line Thickness values on PxrStylizedControl per object
Globally scale line thickness. If you have line thickness set per object and they are all different values, and you up the resolution of the render, use this global scale to increase or decrease line thickness of all lines, since they are based on pixel width.
Multiply Line Thickness by Z Depth
Remap camera distance: Linear step Min on Z (blue channel from lineNZ)
Remap camera distance: Linear step Max on Z (blue channel from lineNZ)
At Cam Dist Z Min, scale line thickness by this amount
At Cam Dist Z Max, scale line thickness by this amount
Multiply Line Thickness by Lighting signal (view Line Thickness From Lighting in Visualizer dropdown to see this signal)
Scale (multiply) Line Thickness by this value in shadows
Scale (multiply) Line Thickness by this value in light areas
Invert min max above: so thicker in shadows
Apply gamma curve to light response to drive thickness
Name of a color AOV to use for the light signal to line color and line thickness by lighting. Typically diffuse, can put any light AOV here. This AOV has to be setup 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. 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.
When turned on: dilates the signals that contributed to the lines (albedo color, thickness, z-depth, ...) to go off the geometry, since the line detection goes off the geometry. If Dilate Sort is off, there will be an undesirable double-line corresponding to the incorrect data off geometry. Also sorts to assign higher priority to objects closer to camera.
The size of the radius, in pixels, to dilate the signals.
Scale Z depth for sorting based on scene scale
Same weight types as for Line thickness edge detection, but for Dilate Sort radius
If the object has an alpha channel: the zero alpha on camera depth will be incorrect. Instead, switch to ON to mix between camera depth of objet and Dilate_Sort_Max_depth based on alpha
Max Depth to consider for outside of alpha
Offers a number of different options to determine line color:
Color Swatch - Choose the color from Line Color below for all lines from this node
PxrStylizedControl - Pickup line color from PxrStylizedControl pattern node
NPRalbedo AOV - Pickup line color from NPRalbedo AOV, which is set by the PxrStylizedControl pattern node
albedo AOV - Pickup line color from factory RenderMan albedo AOV
Color swatch to choose color
Colors lines based on lighting from light to shadow:
HSV Light Dark - Choose Hue/Saturation/Value tint's in Light & Dark (shadow) portions of the lighting
Line Color Shadow - Choose line color in the shadow areas
New in RenderMan v25!
Turn on Line Distort features
Amount to distort line off original position
Remap line distort signal (typically PxrFractal plugged into PxrStylizedControl Distort/Distort U & Distort V input) between -1 to 1 (assuming it is originally from 0 to 1)
Use mask configured in PxrStylizedControl pattern node
Use Input/Signal data above as mask for previously daisy-chained Stylized shaders and/or physically based lighting
After line detection happens, runs gamma on final lines. When using the Curvature Line Type, you can use this parameter to control the curvature falloff to fine-tune your linework
Mult by alpha for only inside lines from line detect, don't go off geo
Over - using alpha of Lines, composite over previous layer
Plus - using alpha of Lines, add with previous layer
Multiply - using alpha of Lines, multiply with previous layer