Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Post Effects

Color FX

Gradient ColorizerHue ShiftPosterizeColor BalanceDuotoneColor Key

Blur

Gaussian BlurMotion BlurRadial Blur

Distortion

Chromatic AberrationRGB DelayBarrel DistortionRippleSpherize

Warp

Sin WarpTwirlBulgePinchTurbulence WarpKaleidoscopeEscher DrostehyperWARPMöbiusWARPliquidWARPTime Warp

Morphology

Morphology

Stylize

GlitchSharpenEmbossSurface LightSSAOFilm GrainPixellatePointillizeHalftoneCel ShadingEdge DetectPixel SortBloom / Glow

Other

Anti-AliasMosaic TilingSubdivision StretchequiDome
3D PreviewperformMODE
Effects

Surface Light

Lights the picture as a height map with a full shading model: normal map, diffuse, specular, fresnel, rim, flood, or cavity occlusion.

The Surface Light node reads the picture as terrain and shades it with a directional or point light. Its Mode picks which term of the lighting model you get.

Surface Light

  • Seven Mode outputs, from a raw normal map to cavity AO
  • Directional or Point light with colour, intensity, and ambient
  • Use Input Alpha keeps a cut-out a cut-out
  • Found in the node graph under Post FX → Stylize
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. A Caustics field, run through a Gradient Colorizer, in the default Normal Map mode.

Inputs and outputs

Surface Light node

PortTypePurpose
InputTextureThe height picture.
CompositeTextureA picture to composite under the result.
OutputTextureThe result.

Parameters

Surface Light parameters

Opacity, Blend Mode, and Alpha are the standard operator header; see Parameters and Controls.

  • Mode — Normal Map (default), Diffuse, Specular, Fresnel, Rim, Flood, Cavity AO.
  • Use Input Alpha (default off) — on, the output alpha follows the input so transparency survives.
  • Normal Strength (0–5, default 1), Normal Height (0.1–16, default 1) — how the height map becomes normals.
  • Light Type — Directional (default) with Light Azimuth (default 135) and Light Elevation (default 45), or Point with Light X / Y (default 0.5), Light Height (default 0.5), Light Spread (default 1.5).
  • Light Color, Intensity (0–4, default 1), Ambient (0–1, default 0.1).
  • Specular (0–2, default 0.5), Shininess (1–128, default 16), Fresnel Power and Rim Power (0.1–8, default 2), Rim Color.
  • AO Intensity (0–4, default 1), Flood Color and Flood Intensity (0–4, default 1) for the Cavity AO and Flood modes.
  • Clamp Low / High (0–1, default 0 / 1) — clip the output range.

Every slider has a per-parameter animation bar, so it can be animated, audio driven, or MIDI mapped.

Examples

Lit terrain — Mode Diffuse on a Topographic generator with Normal Height 4.

Moving lamp — Light Type Point with Light X / Y from a Mouse modifier.

Troubleshooting

The output is a flat blue-purple picture — that is Normal Map mode. Switch Mode to Diffuse to see it lit.

Related

Emboss

A simpler relief.

Normal Map

Normals for 3D materials.

Emboss

Lights the picture as a relief from a chosen angle and elevation.

SSAO

Screen-space ambient occlusion computed from the picture or a wired depth texture.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated