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 On Color - Ignore albedo color for base color and use a given color for all objects.
Add Spec - Add specular contribution to hatching
Hatching Camera Range - if using hatching frequency based on camera distance option, shows the result here
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. 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.
Select which AOV to determine the coloring of the hatching
Hatching color, if Hatch Color From selected Color Swatch
Background color outside of alpha
Provide BG texture, if blank uses BG Color
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.
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
Frequency at Cam Dist Z Min
Frequency at Cam Dist Z Max
Gamma to final hatching, smaller numbers make it higher contrast. Try 0.5
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
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 the triplanar blending of P. If set to "NPRPtriplanar": need to plug PxrManifold3d into LS_Pattern_NPR node to provide custom co-ordinate system. Can also be factory "P" "__Pref" "Pworld" if those AOVs are setup.
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.
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