Eyes
A node of the Style graph, in the Shading group.
Hand-made pixel eyes on the eye materials: a dark pill with a glint, a white with a pupil, a glow or a bead, sized by what the frame shows.
Takes: layer (layer), shading (shading), eye_style (text), eye_min (number), eye_max (number), eye_aspect (number), eye_least (number), eye_pupil (number), eye_white_from (number), eye_glint_from (number), eye_glint (text), eye_dark (text), eye_light (text), eye_shine (text), eye_over_lines (on-off) · Gives: layer
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
Styleeye_style | What an eye is drawn as. | Dark with a glint, Light; white with a pupil when big, Glowing, one colour, Bead | dark |
Smallesteye_min | The eye's height in pixels, at least. | 1 to 8 | 1 |
Biggesteye_max | The eye's height in pixels, at most; 0: a twelfth of the frame. | 0 to 16 | 0 |
Widtheye_aspect | How wide the eye is against what the frame shows: 0.5 narrow, 1 as shown, 1.5 wide. | 0.5 to 1.5 | 1 |
Least pixelseye_least | An eye patch with fewer pixels than this draws nothing (an eye edge-on). | 1 to 64 | 1 |
Pupileye_pupil | How much of a white the pupil takes. | 0.30000001192092896 to 0.8999999761581421 | 0.6 |
White fromeye_white_from | A dark eye this tall or taller gets a white round it, a light one a bigger pupil; 0 never. | 0 to 16 | 0 |
Glint fromeye_glint_from | An eye this tall or taller gets its glint pixel. | 1 to 16 | 2 |
Glinteye_glint | Where the light pixel goes. | Top, outer side, Top, inner side, Middle, None | outer |
Dark coloureye_dark | auto (the eye's darkest shade), ink, paper or #rrggbb. | text | auto |
Light coloureye_light | auto (the eye's lightest shade), ink, paper or #rrggbb. | text | auto |
Glint coloureye_shine | auto (the eye's lightest shade), ink, paper or #rrggbb. | text | auto |
Over lineseye_over_lines | Draw over the lines the outline pass put through the eye. | on or off | true |
Every setting is also an input: wire a value into it to change it per pixel. On the command line: pxr graph set game.pixor --which style --node eyes --set KEY=VALUE.
What it wires to
Its layer input takes a layer, which these give: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Shading, To palette, Choose by mask, Dither mix, Flatten, Hatch, and 19 more.
What it gives, a layer, goes into: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Choose by mask, Colour edges, Dither mix, Flatten, Layer over, Paint, and 11 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Style graph in the manual.
In the same group
Light bands · World light · Highlights · Glow · Ramp shifts · Mirror glints · Shine sweep · Sparkle · Shading colours · Shapes · Unband · Glint · Soften bands · Hatch