ATTRIBUTES
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- Surface parameters
tab
These are common material attributes. You can
connect anything in the color attribute to get the look that you
want.
-
Stroke parameters tab
- <silhouette> (bool, default = on):
this activates silhouette rendering
- <crease> (bool, default = off):
renders hard edges (non smoothed polygon edges)
- <border> (bool, default = off):
renders border edges ("open" edges)
- <material> (bool, default = off):
renders edges that are between two different materials
Each of these edge types is defined as follows:
- Parameters
- <2D displace> (float, default = 0.0)
: moves the silhouette points in the direction of 2D normals by
n pixels. Use this if you want a gap between your object
and its silhouette.
- <3D displace> (float, default = 0.0)
: basically the same think but works for all edge types. It also
uses 3D space.
- <X offset > (float, default = 0.0) :
Shifts all strokes in 2D space with a value of n pixels
horizontally
- <Y offset > (float, default = 0.0) :
Shifts all strokes in 2D space with a value of n pixels
vertically
- <Z Bias> (float, default = 0.0) :
Shift the strokes in depth (Z) space.
- <Stroke Quality > (int, default = 8)
: Overall sampling quality of the strokes. This has an influence
on display but also on pressure maps (if activated)
- <Stroke Smoothness > (float, default
= 0.0) : Smoothes the strokes by a value of n.
- <Auto-orient normals > (bool, default
= off) : If activated, align all the strokes with the normals of
the object. This is useful if you work with textured brushes
wich have an orientation, like this one
  You can use this method to make simple
cartoon trees, clouds...
- <reverse normals > (bool, default =
off) : reverse all strokes directions.
- Pressure Maps
- <Map to > (enum, default =
<width>) Parameter to map with angle, visibility and / or
texture. You may use <width> or <transparency> for
normal brushes OR <tube width> / <tubesPerStep> for
brushes with tubes. Only one stroke attribute can be pressured
at this time. This comes from a limitation of Paint
Effects.
- 3D ANGLE
- <use 3D angle> (bool, default =
off) : Activate it if you want to have angular effects. It
works better on simple and sharp models.
In this
example, pressure is mapped to the <width>
attribute.
- <angle> (float, default = 0.6)
Angle threshold, set the value from 0 to 1 (0= 0 degrees ,
1=360 degrees)
- <multiplier> (float, default = 4.0)
Any polygonal angle greater than the threshold angle will be
scaled by this factor.
- <min> (float, default = 0.5) Clamps
the output value.
- <max> (float, default = 2.0)
- <smooth> (int, default = 1) Smooths
the resulting pressure map to have smoother effects (pixels
units).
- CLIPPING
- <use pressure maps for clipping>
(bool, default =off) Check this to use another method of
clipping. Clipping could be defined as removing invisible
curve parts before drawing them. You will have cleaner curves
and better antialiasing by activating it, but it may not work
if your models are very low-poly. In this case, you could try
to increase the <quality> attribute, or refine the
models.
NOTE :
You have to uncheck the "DEPTH" attribute on your brush before
activating it.
- <smooth> (float, default = 1)
Smooths the resulting pressure map to have smoother effects
(pixel units).
NOTE :
Maya 5.0 has a new function to oversample Paint Effects; this
makes nice anti-aliasing on strokes. Activate it in the render
globals of with the CartoonShader menu. If you're on Maya 4.X
, a good solution to avoid aliasing artifacts is to render at
twice resolution.
- Mapping
- <use map> (bool, default =off) Use a
texture map to modulate the scale, opacity...
- <value> (float, default = 0) Connect
the output of your texture to this one-channel value.
- <smooth> (float, default = 0) Smooths
the resulting pressure map (pixel units).
- Animation
- <variability> (int, default = 2)
Number of frames between two randomizations of the strokes. For
example, if the value = 1 the strokes will be randomized every
frame, and every two frames for a value of 2, etc.
- Brushes
- <Global pen > This is where you
connect the default pen used for rendering strokes. Basically
you have to connect the <out brush> attribute of the paint
effects brush to this attribute (or simply click the "get brush"
button). It will be overdid by any of the following pens only if
there's a connection on them.
- <Silhouette pen > Pen used for
rendering silhouettes.
- <Crease pen > Pen used for rendering
hard edges.
- <boundary pen > Pen used for boundary
edges.
- <Material pen > Pen used for
rendering material delimitations.
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