The style configuration node gets selected when clicking on the
conf icon in the MNPRX shelf and looks somewhat similar to the figure below—depending on the active stylization. The node contains every global parameter available in the active stylization and each value is applied over the entire image. Therefore, it is imperative to understand what each attribute does and how it affects the stylization. The attributes in the style configuration node are separated into four groups.
Engine attributes remain the same across stylizations and contain attributes directly related to the MNPRX engine. These attributes can change the fidelity and performance of the stylization.
Defines the style that MNPRX is currently running in.
- Viewport+ - A viewport override with all the advantages of MNPRX
- Watercolor - The classic watercolor stylization that MNPRX is known for
- Cutout - Cutout stylization within MNPRX
- Hatching - Hatching and stippling stylization within MNPRX
- Frayed - Frayed edges stylization within MNPRX
The more MNPRX matures, the more styles it will support!
Defines the quality of the viewport rendering.
- Half - Render at half the resolution, which will perform faster with slower computers, at the cost of pixelation.
- Standard - Render at the normal resolution, without any bells and whistles.
- FXAA - Render at the normal resolution with Fast Approximate Anti-Aliasing, giving results with less jaggies (staircase effect).
- 4x SSAA - Render at 4 times the normal resolution, to later bring it back to the normal resolution with Super Sampling Anti-Aliasing. You have much more detail and less jaggies (staircase effect).
- TAA - Renders many images at normal resolution with Temporal Anti-Aliasing to perform progressive, super-sampled results. You will have more detail and NO jaggies (staircase effect). Enabling TAA will also show a TAA Samples attribute directly underneath. Within this attribute, you can define the amount of image samples that the TAA quality uses to create the final result.
Anti-aliasing makes edges appear smoother and less pixelated, you can find more about what aliasing is here.
Defines the color depth of the render targets. This generally translates to: higher is better. However, slower systems should consider using 8bit targets if the performance is too slow, provided you can sacrifice some color fidelity.
Enables the calculation of motion vectors of each object in the scene (per vertex). This helps certain effects to remain motion coherent and avoid the shower door effect, albeit with a substantial performance cost. Therefore, this attribute should be activated mainly when rendering the final frames.
Big amounts of motion will distort substrate-based effects. It is recommended to refresh the substrate with the Substrate Tile attribute once in a while to reset the substrate texture.
General attributes concern all stylizations and contain general attributes that change the overall result.
Defines how many Maya units is considered one meter/cm (normal/miniature) in the virtual world. Since most projects work with assets at different scales, setting up the World Scale right will help the stylization behave correctly.
If your character is supposed to be one meter high in his world, but is actually 5 units high in Maya, the World Scale attribute should be set to 5.
Defines a custom atmospheric perspective color, making things at distance tint towards the specified color.
Defines the range at which the atmospheric tint will start and end.
The units work as meter/cm, so keep the World Scale in mind when setting up this attribute.
Effect Focal Range
Creates the effect focal range locators in the scene. These locators allow you to define the center of interest and an effect factor at the front and back. Based on these factors, effects like watercolor bleeding will be reduced or increased at different distances from the effect focal point.
These locators can also be constrained/parented to a camera to have the front and back factors relative to the distance to the camera. You can learn more about this in a future tutorial.
Ambient Occlusion (AO) darkens the image in areas that are hard to reach for the ambient light due to the local shape of the geometry (e.g. concavities, crevices, holes). Note that this effect depends only on the geometry (and the viewpoint, to a lesser extent), and not on the lights present in the scene.
MNPRX currently uses a screen-space implementation of ambient occlusion based on the Ground-Truth Ambient Occlusion algorithm (GTAO).
AO Blend Mode
Defines how the computed ambient occlusion term is applied on the final image.
- None: AO is not applied.
- Multiply: the AO term is multiplied over the image after substrate effects and before the final post-processing steps.
- Color Burn: same as above, except that the AO term is blended over the image using the Color Burn blending mode.
- Style-specific: AO is applied by the current style. The effect depends on the currently selected style.
- With the Watercolor and Frayed style, the AO term modulates the pigment density, resulting in darker colors in occluded areas.
- In Viewport+ mode, this option has no effect: choose one of the other options.
Defines the radius used by the ambient occlusion filter: larger radii result in larger darkened areas.
Defines the strength of ambient occlusion: higher values make the ambient occlusion term darker.
Style attributes contain the attributes of the currently loaded stylization, in the case of the figure above: watercolor. These attributes allow to globally tweak the stylization parameters and are documented for each style.
Substrate attributes contain the attributes of the texture where paint is applied on, be it paper or canvas. Altering these attributes will affect all effects that depend on the substrate for its stylization.
Defines the global amount of distortion caused by the Substrate Roughness.
Defines the blending between the Substrate Texture (Main Substrate group) and the Substrate Texture Alt (Alternate Substrate group), allowing you to combine profile properties of different substrates.
Substrate Light Dir.
Defines the side where the external light is shining from.
0 degrees is from the bottom,
90 degrees is from the left,
180 degrees from the top and
270 degrees is from the right.
The effect of this attribute can only be seen if Substrate Shading is more than
Substrate Light Tilt
Defines the tilt angle of the external light in relation to the substrate, 90 degrees is perpendicular to the substrate.
The effect of this attribute can only be seen if Substrate Shading is more than
Contains the attributes that define the main substrate texture of the stylization.
Defines the main texture that is going to be used as the substrate. There is currently a library of 10 different substrate textures to choose from. To create your own substrate textures, compatible with MNPRX, check out this tutorial.
Defines the color of the substrate.
Defines the scale of the substrate texture. A Substrate Scale of
1 will show the texture at its original size, whereas a Substrate Scale of
2 would make it twice as big.
Defines the rotation in degrees of the substrate texture. The center of the viewport is used as the rotation pivot.
Defines the global roughness of the substrate.
Substrate Roughness will affect all substrate-based effects.
Defines the amount of external diffuse shading of the substrate.
The shading is caused by the Substrate Light Dir and Substrate Light Tilt attributes.
Loads a new substrate tile at every round number i.e.,
Loading a new Substrate Tile will present a new texture pattern and reset every substrate-dependent effect.
Substrate Tile Blend
Enables to smoothly blend two substrate tiles. That means that the Substrate Tile attribute will smoothly blend the tiles e.g., a Substrate Tile attribute of
1.5 will be a blend of the tile at 1.0 and the tile at 2.0.
Contains the attributes that control the alternate substrate texture of the stylization, for effects that make use of two substrate textures. Control of this substrate is independent from the main substrate. This group is closed by default, but can be opened by clicking on it. The attributes are the same as the main substrate: see above for the corresponding documentation.
The alternate substrate is used if the Substrate Blend option is not 0, and also in a style-dependent manner (e.g. cutout).
Post Processing attributes contain simple but useful self-explanatory post-processing filters
This group is closed by default, but can be opened by clicking on it.
- Ambient Occlusion
- Style Attributes
- Main Substrate
- Alternate Substrate
- Post Processing