Visualizer
Ignore albedo color for the base color, use this color on all objects
Use background color or texture for object albedo color. The texture will swim if movement.
Add spec to hatching
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.
Select which AOV to determine the coloring of the hatching
Background color outside of alpha
Provide BG texture, if blank uses BG Color
Use light aov defined in signal_aov_string above as a mask
Mixer between the beauty and NPR render
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
Replace tex1-tex8 with RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET, TURQUOISE for previewing blending
Select between Mix and Weighted blending.
After the darkest texture, tex8, add solid color black
Hold texture full value
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 the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into LS_Pattern_NPR node to provide custom coordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are set up.
A value of 0 has no blending, through to 1 for full blending.
Higher numbers, higher frequency. For screen start at 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.
Higher numbers, higher frequency. For screen start at 1. For triplanar start at 0.005.
Select hatching from several presets