Style graph nodes
The Style graph decides how the pixels are decided: light bands, lines, palette and cleanup. Each node has a page with what it takes and gives and every setting.
How the graph works, with examples: the Style graph in the manual. Other graphs: Action graph · Scene graph · Asset graph.
Inputs
- Camera: Camera is where the graph starts: the camera this Style draws for.
- Render: Layered Render takes the camera: what it rendered of the action at this frame, before any pixel-art step, with each of its eight layers on an output of its own — albedo, normals, depth, part, material, coverage, key light, shadow.
- Layer: Layered Render takes the camera: what it rendered of the action at this frame, before any pixel-art step, with each of its eight layers on an output of its own — albedo, normals, depth, part, material, coverage, key light, shadow.
- Picture: A picture of your own (a paper grain, a pattern, a logo) as a layer, each pixel the palette colour nearest its own; placed on the sprite or tiled.
- Fill light: The fill light's strength on each pixel, as an input to shading.
- Motion: How far each pixel moved since the frame before.
- Surface dither: A dither pattern fixed to the model's surface, so it doesn't crawl when the model moves.
- Loop phase: Where the frame is in its loop, from 0 to 1.
- Ramp of the colour: Which colour ramp each pixel belongs to.
- Metallic: The material channel: how metallic each pixel's surface is.
- Roughness: The material channel: how rough each pixel's surface is.
- Emissive: The material channel: how much each pixel glows.
- Occlusion: The material channel: ambient occlusion, how hidden each pixel is from the light around it.
- See-through: The material channel: how see-through each pixel's surface is.
- Edge pixels: Where the mesh's own edges cross the frame in front of everything.
- Ramp position: Each pixel's step on its colour ramp.
- Layered Render: Layered Render takes the camera: what it rendered of the action at this frame, before any pixel-art step, with each of its eight layers on an output of its own — albedo, normals, depth, part, material, coverage, key light, shadow.
Passes
- Shading: The whole shading pass in one box: light bands, highlights, glow and ramp shifts.
- Lines: The whole line pass in one box: silhouette, inner lines, creases and their colours.
- Mesh edges: The wireframe pass in one box: the mesh's edges drawn as pixel lines.
- Combine: Combine lays them over each other, decides what is under the wires, and thins the lines against each other.
- Cleanup: Cleanup removes stray pixels and softens line corners.
- To palette: The colour pass in one box: every pixel to the palette.
- Light and shade: Light and shade turns the light into a step on each pixel's colour ramp.
- Line work: Line work finds the silhouette, the inner lines and the creases.
Shading
- Light bands: Light and shade turns the light into a step on each pixel's colour ramp.
- World light: Light and shade turns the light into a step on each pixel's colour ramp.
- Highlights: Light and shade turns the light into a step on each pixel's colour ramp.
- Glow: Light and shade turns the light into a step on each pixel's colour ramp.
- Ramp shifts: Light and shade turns the light into a step on each pixel's colour ramp.
- Shading colours: Light and shade turns the light into a step on each pixel's colour ramp.
- Shapes: Light and shadow shapes cleaned like drawn ones: a shape of one band smaller than Smallest takes the band most of what is round it is in, then each pixel takes the band most pixels within Smooth of it are in, which takes tongues that wide and smooths borders.
- Unband: A band edge that runs along the silhouette, a part's edge or a line, at one distance from it — the pillowed look — is staggered by a pixel in runs, as a hand steps it: at one half, two pixels of every four along it, counted on the surface so the steps move with it.
- Glint: One deliberate highlight on each part (the render's part, wherever it is in the frame) where the mask is set, at its brightest pixel in the top band, held where it was the frame before when two are as bright; Per part asks for more, each at least Apart from the others.
- Soften bands: The corners of the staircase between two bands softened: between bands that jump two steps or more (cast shadows, lamps, highlights) the corner takes the step between; between bands next to each other, with Dither, the corners on one colour of a checker laid on the surface take the other band — a dithered in-between, on the palette, which the cleanup leaves alone.
- Hatch: The shading's colours, with diagonal lines, cross-hatching or dots over each band below the top one, denser the darker the band, in the step below or in the line colour.
Lines
- Silhouette: Line work finds the silhouette, the inner lines and the creases.
- Edges: Line work finds the silhouette, the inner lines and the creases.
- Tidy lines: Line work finds the silhouette, the inner lines and the creases.
- Line colours: Line work finds the silhouette, the inner lines and the creases.
- Colour edges: A line where the painted colour changes inside one part, on the darker side so it is one pixel wide, coloured as the creases are (so give Line colours a crease colour).
- Line weight: The silhouette two pixels thick on the side away from the light, and Border rings of outline round it, in the outer line's colour or, with Own colour, in Colour (the palette's nearest).
Cleanup
- Stray pixels: Cleanup removes stray pixels and softens line corners.
- Smooth corners: Cleanup removes stray pixels and softens line corners.
- Tidy silhouette: One-pixel spikes taken off the outline (not the end of a thin part), one-pixel notches and holes filled with the colour round them — not with the outline's where that would make it two pixels thick.
Wireframe
- Wire paths: Wireframe appears too when the wireframe look is on, and goes into the third input of Combine.
- Wire colours: Wireframe appears too when the wireframe look is on, and goes into the third input of Combine.
Colour
- Palette: Palette is where the frame's colours are chosen: how many base colours and light bands, the dither, a palette of its own, the hue shift.
- Step the ramp: Moves pixels up or down their colour ramp by a number of steps.
- Step where masked: Steps pixels along their ramp only where a mask is on.
- Flatten: One colour per part or material, no shading.
- Nearest colour: Every pixel to the palette colour nearest its own, ramps aside.
- Palette dither: Each pixel's own surface colour, lit by the factor wired in (1 is as it is), as the pair of palette colours that mixes nearest it (Yliluoma's dither), laid by the surface's threshold.
- Ramp map: An artist's ramp read from a picture strip: the number 0 to 1 picks along it, dark to light.
- Tile colours: The frame in tiles from its top left, each held to so many colours, as the NES lays out 8 × 8 tiles of 3: the colours most used stay (a pixel three of its neighbours contradict counts as theirs, so a rasterizer's edge pixel does not swing the choice), the rest take the nearest of them, and a pixel left alone in its colour takes its neighbours' in the tile.
- Sub-pixel motion: A part that moves by less than Still below pixels a frame (a breath, a sway) shows it in its edge pixels: one only partly covered goes a step down the ramp, and the empty pixel it is creeping into takes that colour once a quarter covered.
Masks
- Threshold: A mask: on where a number passes a value.
- By part: A mask of one part of the model.
- By material: A mask of one material.
- By facing: A mask of the surfaces facing a direction, such as up.
- Noise: A mask from seeded noise, held on the surface.
- Pattern: A mask from a repeating pattern.
- Solid pixels: A mask of the pixels the model covers.
- Not: A mask turned inside out.
- And: A mask on where both masks are.
- Or: A mask on where either mask is.
Maths
- Noise field: The seeded noise the Noise mask thresholds, as a number.
- Number: A fixed number.
- Add: Adds two numbers, per pixel.
- Subtract: Subtracts one number from another, per pixel.
- Multiply: Multiplies two numbers, per pixel.
- Divide: Divides one number by another, per pixel.
- Smaller: The smaller of two numbers, per pixel.
- Larger: The larger of two numbers, per pixel.
- Without sign: A number without its sign.
- Fraction: The part of a number after the point.
- Whole number: A number rounded down to a whole one.
- Hold between: A number held between a lowest and a highest value.
- Remap: A number moved from one range to another.
- Mix: A mix of two numbers by a third.
- Step at: 0 below a value, 1 from it on.
- Smooth step: A smooth step from 0 to 1 between two values.
- Agreement: How much two directions agree.
- Length: The length of a direction.
- As a number: A layer read as a number, per pixel.
Mix
- Choose by mask: Takes one input where a mask is on and the other where it is off; mixing never makes a new colour.
- Dither mix: Lays two inputs in an ordered pattern, which is how a pixel artist blends.
- Layer over: Puts one input on top of another.
- Paint: What was painted over the frames in the 2D View, kept by frame, over the layer that comes in.
Space
- Offset: The input moved by a number of pixels.
- Blur: The input averaged over the pixels around each one.
- Slope: How steep the input changes around each pixel.
- Grow: A mask made larger by a number of pixels.
- Shrink: A mask made smaller by a number of pixels.
- Cavity: How much the surface folds inward: above 0 in a crease, below 0 on a ridge.
Outputs
Values
- Number value: A number, to wire into any number a node takes.
- On/Off: On or off, to wire into anything a node turns on or off.
- Angle: An angle in degrees, to wire into any angle or number.
- Words: Words, to wire into a name or a choice.
- Add values: The two numbers added.
- Subtract values: The second number taken from the first.
- Multiply values: The two numbers multiplied.
- Divide values: The first number divided by the second; 0 when the second is 0.
- Smaller value: The smaller of the two numbers.
- Larger value: The larger of the two numbers.
- Is above: On when the first number is above the second.
- Opposite: Off when on, on when off.
- Both on: On when both are on.
- Either on: On when either is on.
- Pick a value: The first number when on, the second when off.