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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

SettingWhat it doesRangeDefault
Above
glint_above
How square to the light a face turns before it glints. 0.5 to 0.9990000128746033 0.75
Size
glint_size
The longest glint, in pixels; 0 sizes each glint by its face. 0 to 3 0
Only the glints
glint_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
Surfaces
glint_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