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.