You can build your light shading effect using these five nodes:
To learn more about each node's parameters, see Shading Nodes.
The Volume Object node allows you to define which parts of your rig constitute a single volume to which shading should be applied. For example, if you need the arm, forearm and hand of your character to be shaded together, you can connected all the nodes that constitute these body parts to the same Volume Object node, and the shading will be applied to these parts of your rig as if they were a single object.
- Even if you want to apply shading separately to a single drawing, you must connect a Volume Object node under that drawing.
- If you create separate Volume Object nodes for parts of your rig that are attached together, you may see bumps in the shading where the joints overlap.
The Normal Map node lets you centralize all Volume Object nodes and chisel out the shading 3D geometry (bevel height, smoothing, carving, etc.). It could be described as carving a bas relief. You only need one Normal Map node per light shading effect and, in general, only one per scene.
A normal map can be used to create other effects. If you're are working with an OpenFX plugin or other plugin requiring a normal map, you can use the Normal Map Converter node to translate the Harmony normal map to a format supported by your plugin. The Normal Map Converter node has been optimized to work with GenArts® plugins, but you also have the ability to use it on custom plugins.
The Light Position node is the actual light source interacting with all the defined volume objects. You can set its position in relation to the objects and animate it over time. All volumes will react according to the light's motion.
This is not where you set the light type or colour. You'll be adjusting these in the Light Shader and Tone Shader nodes.
The Light Shader node lets you adjust the highlight parameters, such as the colour, to create the desired ambiance. You can animate most parameters over time to create a mood change, sunset or any other type of light transition. The beveling height and smoothing is set in the Normal Map node.
The Tone Shader node lets you adjust the tone parameters, such as the colour, to create the desired ambiance. You can animate most parameters over time to create shade transitions. The beveling height and smoothing is set in the Normal Map node.