FillShader
The FillShader node replaces selected material channels with a constant color.
To learn more about the workflow, see FillShader: Cut Out.
Tip: FillShader's classic 3D system equivalent is the FillMat node.
Inputs and Controls
|
Connection Type |
Connection Name |
Function |
|
Input |
unnamed |
The 2D image you’re using for the surface texture. |
|
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
|
FillShader Tab |
|||
|
Color Channels |
channels |
rgba |
The effect is only applied to these channels. You can use the checkboxes on the right to select individual channels. |
|
Color |
color |
1 |
Adjusts the color used as the constant to replace the material. |
| Opacity Channel | opacity_channel | on, rgba.alpha | Enable channel named to the right. Turning this off is the same as setting the channel to None. |
| Opacity | opacity | 1 | Sets the opacity of the material applied to the prim. |
| Presence | presence | 1 | 1.0 is 100% presence (ie solid) and 0.0 is 0% presence (ie non-existent). Note that varying presence is only possible for a varying texture source, a constant 50% presence will appear like a change in opacity. |
| Cutout Enable | cutout_mode_enable | off | Enable cutout (holdout, matte) mode for this surface. If enabled, the surface acts as a cutout for surfaces behind this one. All color and color/matte aov channels produced by this surface are left empty (black, zero) with the exception of depth and other data aov channels which can be controlled separately. |
| Cutout Data Aovs | cutout_mode_removes_data_aovs | off | If Cutout Enable is on, controls whether the depth and other data aov channels also get cut out. Sometimes keeping depth is desired so that the cutout object will still z-composite, but other times the cutout object is intended to completely remove or delete the objects behind it so the depth and data aovs of this object are also removed. |