Basic
Controls which of the following patterns is used. The scale of each pattern's shape is based on the light intensity on the surface.
Halftone - Creates a pattern made up of dots of varying sizes. By default, this will map large dots to the shaded areas and small dots to bright areas.
Sine Wave - Creates a pattern made up of sine waves of varying thicknesses. By default, this will map thick sine waves to shaded areas and thin sine waves to bright areas.
Grid - Creates a pattern made up of squares of varying sizes. By default, this will map large squares to shaded areas and small squares to bright areas.
|
|
|
| Pattern: Halftone | Sine Wave | Grid |
Controls the color that is generally responsible for the dark portions of the shading. Textures can be used to interesting effect, you can even use the same texture for Color 1 and Color 2 but use different brightness levels or hue offsets for each in order to differentiate them.
The shading implied by the Tonemap Pattern is dependent on having two contrasting colors for Color 1 and Color 2. If both colors are the same then no pattern will be visible.
|
|
|
|
| Color 1: Blue | Red | Tiles Texture | Animated Black to White |
Controls the color that is generally responsible for the bright portions of the shading. Textures can be used as well.
The shading implied by the Tonemap Pattern is dependent on having two contrasting colors for Color 1 and Color 2. If both colors are the same then no pattern will be visible.
|
|
|
|
| Color 2: Light Blue | Light Yellow | Tiles Texture | Animated Black to White |
Controls the overall size of the pattern, this is multiplied with the Intensity Override input.
|
|
|
| Scale: 1 | 2 | Animated Texture |
Rotates the pattern in image space.
|
|
|
| Rotation: 0 | 45 | 90 |
This input overrides the scale of the pattern, connect a ramp here to directly control how the scale of the pattern changes based on the lighting in the scene. Dark colors increase the scale of the pattern while bright colors decrease the scale of the pattern.
In a common setup, a horizontal ramp is used to control the scale of the pattern from darkest (largest scale) on the left to brightest (smallest scale) on the right. However, you can remap the scale of the pattern in any way you like, including bringing back what is traditionally the dark color (Color 1) into the brightest parts of the lighting as seen in the Stylized Ramp example below. Additionally, the pattern scale does not have to be based solely on light intensity with a ramp, using a texture will also control the size of the pattern and this can be layered together with a ramp as seen in the last two examples.
|
|
|
||
| Intensity Override: Default (Linear Transition) | Stepped Ramp | Stylized Ramp | Animated Ramp | Texture with Ramp |