ConstantShader
The ConstantShader node is used to apply a material with constant color to a prim. ConstantShader has no inputs.
To learn more about the workflow, see ConstantShader: Color.
Inputs and Controls
|
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
|
ConstantShader Tab |
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| Color | color | 1 | Sets the color of the material applied to the prim. |
| Opacity | opacity | 1 | Sets the opacity of the material applied to the prim. |
| Opacity Premults Color | premult_color | on | Shader premults the color value with the opacity value before using it. This makes the opacity control more intuitive as the color becomes more transparent when opacity is reduced, otherwise the color becomes more additive. |
| 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. |