2D Halo
 
 
 

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

Shader Type: 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.

Use All Models

Renders everything in the scene. For a quicker rendering, see the Render Halo Only option.

Lens

Sensitivity

Determines the intensity of the falloff. This is equivalent to controlling the halo's contrast.

Maximum Intensity

Clips or limits the intensity of the halo effect.

Halo

Falloff

Determines the falloff of the halo effect. This is equivalent to controlling the halo's brightness.

Size

Defines the halo's scale. The higher the value, the larger the halo. High values take longer to render.

Maximum Size

Lets you limit the halo's size using pixel values.

Intensity

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.

Render Halo Only

Outputs only the halo onto the image, and no compositing will take place to create the halo in the image.

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