Mirror glints
A node of the Style graph, in the Shading group.
A small crisp glint on each polished face turned to the light, travelling across it as the model turns.
Takes: shading (shading), normals (normal), shadow (scalar), glint_above (number), glint_size (number), glint_only (on-off), glint_on (text) · Gives: shading
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
Aboveglint_above | How square to the light a face turns before it glints. | 0.5 to 0.9990000128746033 | 0.75 |
Sizeglint_size | The longest glint, in pixels; 0 sizes each glint by its face. | 0 to 3 | 0 |
Only the glintsglint_only | The rest of a flat face with a glint goes down to the top band, so a face the highlights washed white shows its glint. | on or off | true |
Surfacesglint_on | Which surfaces glint. | Metal and glossy, Every surface | shiny |
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 mirror-glints --set KEY=VALUE.
What it wires to
Its shading input takes a shading, which these give: Glint, Glow, Highlights, Light bands, Ramp shifts, Shapes, Shine sweep, Soften bands, Unband, World light.
What it gives, a shading, goes into: Eyes, Glint, Glow, Hatch, Highlights, Ramp shifts, Shading colours, Shapes, Shine sweep, Soften bands, Sparkle, Unband, and 1 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
Light bands · World light · Highlights · Glow · Ramp shifts · Shine sweep · Sparkle · Eyes · Shading colours · Shapes · Unband · Glint · Soften bands · Hatch