Overview
Makes convex edges brighter and concave areas darker. It automatically applies the pixel-art craft technique of a one-pixel bevel highlight using the curvature map. Placing it immediately after solid rendering greatly improves depth.
Usage tips
- It belongs in the standard chain:
solid_render → surface_edge_highlight → surface_outline → surface_light_preview. Edge highlight followed by outline is the natural order. - A subtle effect is best. Excessive strength makes every corner glow and clutters the image, so start with a restrained highlight.
- Curvature maps come from Surfaces produced by
solid_render. This node has no effect on a Surface created from an image and passes it through unchanged.
Related nodes
surface_outline— downstream counterpart for outlinessolid_render— supplies a Surface with a curvature mapsurface_light_preview— reviews the finished resultquick_shade— alternative simple image-based shadingProcesses only albedo and passes every other map through. A Surface without a curvature map is passed through unchanged, with only a warning in the log.
Examples
Solid Render → Surface Edge Highlight → Surface Outline → Surface Light Preview is the complete pixel-art post-processing chain.