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Surface Edge Highlight

surface_edge_highlight

Brightens convex edges and darkens concave creases using the curvature map (pixel-art bevel).

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
サーフェース
surface
Surface
Required
曲率マップを持つサーフェースです(ソリッドレンダリングの出力など)。

Output Ports

NameTypeDescription
サーフェース
surface
Surface
加工後の見た目を持つサーフェースです。法線などの他のマップはそのまま通します。
画像
image
Image
加工後の見た目画像です。

Parameters

NameTypeDefaultRangeDescription / Options
エッジのしきい値
threshold
Float
0.040.01–0.3 / step 0.01

平坦(0.5)からどれだけ離れた曲率をエッジとみなすかです。

凸を明るく
convex_lightness
Float
140–40 / step 1

凸エッジに足す明るさ(OKLCH明度)です。0で無効。

凹を暗く
concave_lightness
Float
80–40 / step 1

凹んだ折り目から引く明るさ(OKLCH明度)です。0で無効。

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 outlines

  • solid_render — supplies a Surface with a curvature map

  • surface_light_preview — reviews the finished result

  • quick_shade — alternative simple image-based shading

  • Processes 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.

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Surface Edge Highlight — PixPipeline Node Reference