Highlights

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

Light and shade turns the light into a step on each pixel's colour ramp. It is a group of atoms you have too, in order: Light bands (the band of the key light each pixel falls in, dithered at the edges, held across frames near an edge), World light (lamps, wave lines, cloud shadows, light shafts, shore foam), Highlights, Glow, Ramp shifts (and the colour cycle), then Shading colours, which turns the shading into colours. The wire between them carries a shading: each pixel's ramp and its step on it.

Takes: shading (shading), normals (normal), shadow (scalar), specular_on (on-off), specular (number), rim_on (on-off), rim (number), min_highlight (number) · Gives: shading

Settings

SettingWhat it doesRangeDefault
Specular
specular_on
A glint where the light reflects. on or off false
Above
specular
How square to the light a glint is. 0.5 to 1 0.97
Rim
rim_on
A highlight along the lit edge. on or off false
Above
rim
How close to the edge a rim is. 0 to 1 0.6
Smallest
min_highlight
Highlights smaller than this many pixels go. 0 to 64 2

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 highlights --set KEY=VALUE.

What it wires to

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

What it gives, a shading, goes into: Glint, Glow, Hatch, 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 · Glow · Ramp shifts · Shading colours · Shapes · Unband · Glint · Soften bands · Hatch