| Halo Contour | Objects | Render Tree Usage
Shader Type: Output
Output: Color (RGB) value
Creates a contour effect that is similar to the halo effect but occurs inside an object’s edges. Simulates the lens characteristics of a high-intensity light falling on an object. Because the contour effect is created over the rendered image, you must wait until the initial image is rendered before seeing the contour.
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Intensity |
Defines the coloring of the contour using Red, Green, Blue and Alpha values. E.g.: If you choose gray, the contour will use the object’s color; for red, the contour will look reddish. You can also use the HLS and HSV color channels to define the halo’s intensity. |
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Falloff (%) |
Determines the falloff of the contour effect. This is equivalent to controlling the contour’s brightness. |
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Size |
Defines the halo’s size. The higher the value, the larger the contour. High values take longer to render. |
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Max Size |
Limits the contour’s size using pixel values. |
Contour Detection
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Thick |
Creates a thick contour, which appears loose along the object’s edges. This option decreases rendering time. |
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Thin |
Creates a thin contour effect, which appears tight along the object’s edges. |
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Render Halo Only |
Render the halo and nothing else. |
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Add Halo Behind |
Adds a halo behind the contour effect. Outputs only the contour onto the image, and no compositing takes place to create the contour in the image. |
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Use All Models |
Renders everything in the scene. For a quicker rendering, see the Render Halo Only option. |
This output shader isn’t used directly in the render tree; rather, it is applied using a pass’s shader stack. For more information, see Applying Shaders to Passes [Rendering].
Autodesk Softimage v.7.5