Shine sweep
A node of the Style graph, in the Shading group.
A band of light sweeping across the polished surfaces once a loop.
Takes: shading (shading), sweep_angle (number), sweep_width (number), sweep_steps (number), sweep_every (number), sweep_phase (number), sweep_on (text) · Gives: shading
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
Slantsweep_angle | How far the band leans from flat, in degrees: 90 is upright. | 0 to 180 | 60 |
Widthsweep_width | How wide the band is, in pixels; 0 sizes it by the sprite. | 0 to 32 | 0 |
Stepssweep_steps | How many ramp steps the band lifts a surface. | 1 to 3 | 1 |
Everysweep_every | How many frames one crossing takes; 0: once a loop. | 0 to 240 | 0 |
Startsweep_phase | Where in its crossing the band is at the first frame: 0 is the middle. | 0 to 1 | 0 |
Surfacessweep_on | Which surfaces the band crosses. | 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 shine-sweep --set KEY=VALUE.
What it wires to
Its shading input takes a shading, which these give: Glint, Glow, Highlights, Light bands, Mirror glints, Ramp shifts, Shapes, Soften bands, Unband, World light.
What it gives, a shading, goes into: Eyes, Glint, Glow, Hatch, Highlights, Mirror glints, Ramp shifts, Shading colours, Shapes, 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 · Mirror glints · Sparkle · Eyes · Shading colours · Shapes · Unband · Glint · Soften bands · Hatch