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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

SettingWhat it doesRangeDefault
Per loop
sparkle_count
How many sparkles a loop has. 1 to 8 1
Size
sparkle_size
The longest arm of a star at its peak, in pixels; 0 sizes it by the sprite. 0 to 4 0
Frames
sparkle_frames
How many frames one sparkle lasts. 1 to 12 4
White middle
sparkle_white
The middle of the star in the palette's lightest colour. on or off true
Surfaces
sparkle_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