Layer
A node of the Style graph, in the Inputs group.
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. The shading reads normals and shadow, the lines depth, normals and part. It is a group of atoms: open it and it is the frame of a Render node (one layered frame) and eight Layer nodes, each taking the layer chosen on it out of the frame. The wires show what reads what, and they are real: wire a Noise field into Light and shade's shadow and the shadow is that noise; unwired, a pass reads the camera's render itself.
Takes: render (render), layer (text) · Gives: layer
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
| Layer | Which layer of the render this node takes out. | Albedo, Normals, Depth, Part ID, Material ID, Coverage, Key light, Shadow | albedo |
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 layer --set KEY=VALUE.
What it wires to
Its render input takes a render, which these give: Render.
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 10 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
Camera · Render · Picture · Fill light · Motion · Surface dither · Loop phase · Ramp of the colour · Metallic · Roughness · Emissive · Occlusion · See-through · Edge pixels · Ramp position · Layered Render