Light bands
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: normals (normal), shadow (scalar), shadows (on-off), band_edges (text), dither (number), hysteresis (number), fill (number) · Gives: shading
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
| Shadows | Shadowed pixels take the darkest band. | on or off | true |
| Band edges | Where one band of light ends and the next begins, low to high. | text | 0.1, 0.55 |
| Dither | How wide the dithered edge between two bands is. | 0 to 1 | 0 |
Holdhysteresis | How long a pixel keeps its band across frames near an edge. | 0 to 0.5 | 0.05 |
Fill lightfill | How much the fill light lifts the shadow side. | 0 to 1 | 0 |
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 light-bands --set KEY=VALUE.
What it wires to
What it gives, a shading, goes into: Glint, 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
World light · Highlights · Glow · Ramp shifts · Shading colours · Shapes · Unband · Glint · Soften bands · Hatch