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Halftone Material


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Constant Color

The Halftone Material stylizes the target surface replacing the smooth shading with a black user defined pattern laid over its diffuse color, simulating the look of a low-fidelity image printed in a newspaper or magazine. Users can add the material to any surface using the 'Add Layer' function of the Shader Tree, found in the menu under "Custom Materials > Halftone Material". The direction and contouring of the lines can be dependant on the surfaces UV map, defined in the Texture Locator item, or by enabling the 'Screen Coordinates' option, the lines will simply follow along the user-defined "Angle' value relative to the frame.
For information regarding adding and working with Shader Tree Items Layers, please reference the Shader Tree page of the documentation.

Constant PanelLayer--

Enable: Toggles the effect of the layer on and off, duplicating the functionality of toggling visibility in the Shader Tree. When unchecked (disabled), the layer has no effect on the shading of the scene. However, disabled layers are saved with the scene and are persistent across modo sessions.

Invert: Inverts the RGB values for the layer producing a negative effect.

Blend Mode: Affects blending between different layers of the same effect type, allowing user the ability to stack several layers for different effects. For more on blending, please reference the 'Blend Modes' page of the documentation.

Opacity: Changes the transparency of the current layer. Reducing this values will increasingly reveal lower layers in the shader tree if present, or dim the effect of the layer itself on the surface.

Locator: Most texture layers also have an associated 'Texture Locator' that is automatically created in the 'Item List'. This defines the mapping of the texture (way the texture is applied) to the surface. The 'Locator' option sets that association. Users can choose alternate locators, however, the need to do so will be very rare; still, there are some possible instances where users may want multiple texture items to share a single locator.

Halftone Material--

Pattern: Determines the design motif used to create the halftone pattern across the surface.
Dots- Applies a series of variable sized circles simulating surface shading.
Lines- Applies a series of lines of variable width that simulates surface shading.
Crosshatch- Applies a series of perpendicular lines of variable width that simulates surface shading.
Adaptive Hatching- Simulates the technique of woodcut shading  where the lines can't get very thin. At the lightest shading, it draws a dashed line which becomes more solid and thicker as it gets darker. A perpendicular cross hatch is added for the darkest tones.

Tiles: Determines the size or spacing of the halftone Pattern. Larger values will result in finer pattern spacing, while smaller values will produce a larger more apparent pattern.

Angle: Determines the angle of the effect, relative to the final rendered frame. An Angle of 0 degrees produces an ordered grid or horizontal flow to the pattern, and a 45 degree angle would produce an effect similar to a traditional black and white newsprint. 90 degrees produces a vertical flow to the pattern.

Pattern Color: Determines the color of the halftone pattern added to the surfaces Diffuse color.

Screen Coordinates: When this option is enabled, the 'Pattern' will draw relative the frame itself, based on the user defined 'Angle' value. When disabled, the UV map defined in the associated 'Texture Locator' determines the direction and angle of the halftone pattern, giving users ultimate control of halftone pattern results.

Depth Scale: When the 'Screen Coordinates' option is enabled, the 'Depth Scale' value can be applied to simulate the Pattern contouring when using a UV map without using a UV map. This is done by scaling the 'Tiles' values as the surface recedes into the distance. The Depth Scale' amount controls how much the depth affects the 'Tiles' scaling.

Draw Specular: When this option is enabled, any Specular highlights created by direct light sources in the scene will be added as an additional white pattern overlaid on the surface.

Specular Pattern: Determines the design motif used to create the Specular overlay halftone pattern.
Dots- Applies a series of variable sized circles simulating surface shading.
Lines- Applies a series of lines of variable width that simulates surface shading.
Crosshatch- Applies a series of perpendicular lines of variable width that simulates surface shading.
Adaptive Hatching- Simulates the technique of woodcut shading where the lines can't get very thin. At the lightest shading, it draws a dashed line which becomes more solid and thicker as it gets darker. A perpendicular cross hatch is added for the darkest tones.

 

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Tom81 March 11, 2012 at 6:13 AM

Screen Coordinates: When this option is enabled, the 'Pattern' will draw relative the frame itself, based on the user defined 'Angle' value. When disabled, the UV map defined in the associated 'Texture Locator' determines the direction and angle of the halftone pattern, giving users ultimate control of halftone pattern results.


What Angle???

MutantPixel May 7, 2012 at 9:51 PM

'Angle' is the 3rd option under the 'Halftone Material'.

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