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

SettingWhat it doesRangeDefault
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