Questions about lines and LineRender pass #564
Replies: 2 comments 3 replies
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Yes!
You can input whatever you want into Line Render color, it doesn't have to come directly from Main Pass color. You can even input a zero alpha texture to get only the expanded lines on its own texture.
This should work.
You're welcome! They're not silly questions. 👍 |
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Some other Line Questions:
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I am trying to get more control over the Lines, and understand what is actually going on in the LineRender node of the Render Layer. My current understanding is:
Is that correct?
What I would like is to be able to make changes between some of these steps, such as changing the detected lines before they are expanded, and keeping the MainPass Color and Lines as separate layers that aren't composited within the Render Layer so that Lines can be saved as their own pass, and so that other post processes can take place on the main image before the lines are composited.
I have several questions as I try to understand my options:
I have found that I can insert a Screen pass between the MainPass and LineRender to make changes to the Color and Width. I'm not sure I would ever need to do this specifically since most things it can do are probably also doable in the Main Pass in the first place. But if there was something that needed to be done in Screen Space instead of the MainPass, this seems to work. But I assume it is very inefficient compared to doing it within the LineRender itself, as I assume that is also a screen pass of sorts?
I have tried reading the code for the LineRender (python), and various of the line functions like LineDetection (glsl). I generally can grasp what is going on inside these functions, but I haven't been able to find what is calling them, so I haven't been able to grasp the bigger picture. This is undoubtably because I am a noob at understanding code structures. Can you point me towards the correct file(s)?
Would it be possible to rebuild the LineRender out of existing nodes within a Screen Pass? I am assuming that LineRender is mostly the internal Line Expand node. I can make a screen pass and put that node inside like this, but I don't know how to use its Result output socket, and I'm not sure if the inputs are explicitly filling. I assume the
Related to 3, all these passes are inputting Normal Depth and ID textures (they seem to implicitly input even if not hooked up.) But how do I actually access these textures within the passes? I know they are being used by various nodes, but is there a way to input the textures themselves with a node? The other input textures show up on an Input node, but not these. And like the ID can be accessed within the MainPass with the ID input node. But this node doesn't work within ScreenPass.
What exactly is contained within Scene?
I remember in older versions of Malt before the newer nodes, it was possible to get info from the PrePass as a texture in the MainPass. This let you do things like adjust the screen UV coords of some input date the same way you can in a Screen Pass. I'm guessing that is all hidden now, but is it still possible somewhere without digging into the code?
Thanks as always, and sorry if these are silly questions, but I'm not advanced enough at reading the code to answer these things for myself :(
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