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MultiExcerptNamecolor_mode

The mode used to color the mesh. You can either choose a flat color as specified by the color setting, or the output color can be chosen to represent various things such as the geometry normal, the shading normal, a wireframe view, etc.

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Bad UVs: Returns magenta in the UV's of the primitive that is degenerated.

Barycentric Coords: Barycentric coordinates (bu corresponds to red and bv to green) of the primitive.

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Utility shader ('bary') connected to specular roughness of a Standard shader


Bump Difference:This mode shows how far the bump and autobump normals vary from the base smooth-shaded normals as a heatmap (blue is the same, going through green to red, varying up to 90 degrees away). This is useful for debugging the balance between subdivision iterations with displacement vs autobump making up for the rest.

Color: Single color output.

Edge Length:Shows the edge length of the primitive as a heatmap. This visualization is useful for detecting over-tessellated objects.

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Floatgrid: A color is mapped around a Hash function based on the Shading Point.

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Geometric Normal: Shader normals in world space.

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Geometric Normal


Normal: Geometry normals in world space.

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Number of lights: Shows the relative number of lights considered at the shading point, which is helpful when debugging scenes with many lights. This is visualized with a 'heatmap' color gradient that goes from red (all lights in the scene are considered), passing through yellow and green, to blue (very few lights are considered), and finally black (no lights considered). A utility shader is assigned to the geometry below with color_mode set to number_of_lights. It is recommended to use shade_mode.flat.

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The colors become warmer as the moving light approaches the center, indicating light contribution in the scene

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Object: Object mode uses the name of the shapes to compute the color.

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Color mode set to Object


Object ID: Commonly used when outputting a render per material. ID mode uses the ID parameter shapes have to compute the color.  To change the ID, select the mesh and type 'id 1,2,3, etc. ' in the user_options of the object.

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Polygon Wireframe: Renders a polygon wireframe of the mesh.

Primitive ID: Each primitive ID is represented as a different color.

Reflection Lines: This can be used to diagnose contour lines and spot continuity problems when evaluating models. It can also give you an idea of how real-life reflections would behave. This sort of shading is especially useful when modeling cars for example, where surface evaluation is critical.

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reflection_lines reveals continuity error in hood of car geo (rollover image)


Shading Point (Relative to BBox): Shading point, relative to the Bounding Box.

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Shading Point (Relative to BBox)

Subdivision Pixel Error: Shows as a heatmap mode, the edge length of the primitive based on how well the polygon matches the subdiv_pixel_error (only visible when the adaptive subdivision is enabled for the mesh).

Triangle Wireframe: Renders a triangulated wireframe of the mesh.

U Coords: U coordinate mapped to the red, green, and blue channels.

Un-bumped Normal: Smooth un-bumped normals in screen space.

Uniform ID: Allows you to color by patch instead of by polygon and by curve instead of the curve segment.

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Polygon faces and curves are colored individually using uniform_ID


U Surface Derivative (dPdu): Surface derivative with respect to u coordinate.

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U Surface Derivative (dPdu)


UV Coords: UV coordinates (u corresponds to red and v to green) of the primitive.

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V Coords: V coordinate mapped to the red, green, and blue channels.

V Surface Derivative (dPdv): Surface derivative with respect to v coordinate.

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V Surface Derivative (dPdv)


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