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.
| Render Tree Usage
Output
Output: Color (RGB) value
Creates a halo effect around an object's edges, resembling the halo surrounding high-intensity lights. Because the halo effect
is created over the rendered image, you must wait until the initial image is rendered before seeing the halo effect.
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Renders everything in the scene. For a quicker rendering, see the option.
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Lens
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Determines the intensity of the falloff. This is equivalent to controlling the halo's contrast.
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Clips or limits the intensity of the halo effect.
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Halo
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Determines the falloff of the halo effect. This is equivalent to controlling the halo's brightness.
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Defines the halo's scale. The higher the value, the larger the halo. High values take longer to render.
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Lets you limit the halo's size using pixel values.
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Defines the Red, Blue, Green, and Alpha values of the halo. E.g.: When using gray, the halo takes on the object's color; when
using red, the halo appears reddish.
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Outputs only the halo onto the image, and no compositing will take place to create the halo in the image.
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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,
s