DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that
use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage
shader library.
| Halo Contour | Objects | Render Tree Usage
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.
Halo Contour
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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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Determines the falloff of the contour effect. This is equivalent to controlling the contour's brightness.
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Defines the halo's size. The higher the value, the larger the contour. High values take longer to render.
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Limits the contour's size using pixel values.
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Contour Detection
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Creates a thick contour, which appears loose along the object's edges. This option decreases rendering time.
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Creates a thin contour effect, which appears tight along the object's edges.
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Render the halo and nothing else.
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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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Objects
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Renders everything in the scene. For a quicker rendering, see the Render Halo Only option.
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Render Tree Usage
This output shader isn't used directly in the render tree; rather, it is applied using a pass's shader stack. For more information,