Sparkle
A node of the Style graph, in the Shading group.
Four-pointed stars on the brightest glints, growing and shrinking over a few frames.
Takes: layer (layer), shading (shading), sparkle_count (number), sparkle_size (number), sparkle_frames (number), sparkle_white (on-off), sparkle_on (text) · Gives: layer
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
Per loopsparkle_count | How many sparkles a loop has. | 1 to 8 | 1 |
Sizesparkle_size | The longest arm of a star at its peak, in pixels; 0 sizes it by the sprite. | 0 to 4 | 0 |
Framessparkle_frames | How many frames one sparkle lasts. | 1 to 12 | 4 |
White middlesparkle_white | The middle of the star in the palette's lightest colour. | on or off | true |
Surfacessparkle_on | Which surfaces sparkle. | 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 sparkle --set KEY=VALUE.
What it wires to
Its layer input takes a layer, which these give: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Shading, To palette, Choose by mask, Dither mix, Eyes, Flatten, and 19 more.
What it gives, a layer, goes into: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Choose by mask, Colour edges, Dither mix, Eyes, Flatten, Layer over, and 11 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 · Shine sweep · Eyes · Shading colours · Shapes · Unband · Glint · Soften bands · Hatch