Glint

A node of the Style graph, in the Shading group.

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. Unwired, the light is the key light.

Takes: shading (shading), mask (mask), light (scalar), size (number), count (number), apart (number), only (on-off) · Gives: shading

Settings

SettingWhat it doesRangeDefault
Size How many pixels the glint is. 1 to 2 1
Per part
count
How many glints each part has. 1 to 8 1
Apart How far apart two glints of one part are at least, in pixels. 1 to 48 6
Only the glint
only
Other highlights where the mask is set go down to the top band. 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 glint --set KEY=VALUE.

Wire it
shading (+ mask, + light) → shading
Settings
Size (1 or 2), Per part, Apart, Only the glint (other highlights there go down to the top band)

What it wires to

Its shading input takes a shading, which these give: Glow, Highlights, Light bands, Ramp shifts, Shapes, Soften bands, Unband, World light.

What it gives, a shading, goes into: Glow, Hatch, Highlights, Ramp shifts, Shading colours, Shapes, Soften bands, Unband, World light.

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 · Shading colours · Shapes · Unband · Soften bands · Hatch