Notch Notch Manual 1.0
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2D Root

2D Root

Displays images, primitives, fields and other nodes in 2D space.

image

image

Example .dfx

Method #

This node displays an image in 2D space on top of the rendered scene, with no respect paid to the 3D camera, viewport or objects within it. This node combines 2D and 3D nodes to create a 2D image.

This node is perfect for creating 2D graphical content that can be rendered, used in video, Graphical HUDs or mapped directly onto the 3D content within the scene.

The 2D root allows you to work in either normalised or pixel space.

Some of the nodes that can be used with the 2D Root:

  • 2D Primitives Nodes
  • Deformer Nodes
  • Text Node
  • 2D Fields
  • Post FX
  • 2D nodes
  • Video nodes
  • Shader nodes
  • And many more
Post FX can be applied directly to the root effecting all nodes attached to the 2D Root.
Connect the 2D root directly into a video null to use your 2D content in materials.

2D Root Render

All nodes connected to this node are treated as if flowing to the parent node and inherit any transformation changes along the chain.

Parameters

ParameterDetails
ResolutionSet the resolution of the 2D root to the project settings or set them uniquely
  • Project : Takes on the project resolution settings
  • Set : Sets a custom resolution
WidthSets the Width of 2D Root image
HeightSets the Height of 2D Root image
Coordinate SpaceIn computer graphics and image processing, normalized coordinates and pixel coordinates refer to two different coordinate spaces used to represent positions within an image or a graphical display.
  • Normalised : Normalized coordinates are a way to represent positions within an image or graphical space as floating-point values ranging from 0.0 to 1.0. In this system, the top-left corner of the image is (0.0, 0.0), and the bottom-right corner is (1.0, 1.0). Regardless of the image’s actual dimensions, normalized coordinates remain within this fixed range.
  • Pixels : Pixel coordinates are the most commonly used coordinates in digital images. In this system, an image is represented as a grid of discrete picture elements (pixels), where each pixel is assigned a specific location using two integer values: the horizontal position x and the vertical position y. The top-left corner of the image is usually considered the origin, and the x and y values increase as you move right and down, respectively.
OriginThese properties determine the location of the 2D root within the viewport window.
  • Corner : This sets the centre of the 2D Root in the bottom left corner of the viewport.
  • Centre : This sets the centre of the 2D Root in the centre of the viewport.
Background ColourSet the background colour of the 2D root.
AntialiasingAntialiasing works by adding partial or intermediate pixels along the edges of objects, which effectively smoothens the transition between the object and the background. These intermediate pixels are given fractional colour values, determined by averaging the colours of the neighboring pixels and the object’s colour.
  • FSAA : Enables Full-Scene Antialiasing, FSAA is designed to reduce aliasing artifacts throughout the entire scene, providing smoother edges, reducing jaggies, and enhancing the overall image quality.
  • MSAA 16x : Enables Multisample Antialiasing with a sample count of 16. MSAA is generally more efficient than techniques like FSAA (Full-Scene Antialiasing) because it targets only the edges of objects where aliasing is most noticeable. However, higher MSAA sample counts, such as 16x, require more memory and computational resources.
  • MSAA 8x : Enables Multisample Antialiasing with a sample count of 8.
  • MSAA 4x : Enables Multisample Antialiasing with a sample count of 4. MSAA 4x strikes a balance between improving image quality and performance impact. It provides noticeable antialiasing improvements compared to having no antialiasing or lower sample counts while being more efficient than higher sample count MSAA options like 8x or 16x.
  • Off : Turns off Antialiasing.
FSAA SamplesFSAA Samples refers to the number of colour samples taken per pixel during the rendering process. For example FSAA 2x means that 2 colour samples are taken at each pixel location. It provides basic antialiasing but may not be as effective as higher sample counts. FSAA 16x is 16 colour samples taken at each pixel location. It provides a high level of antialiasing quality, resulting in very smooth edges and minimal aliasing artifacts. As the number of FSAA samples increases, the performance impact also grows. Rendering at a higher resolution with more samples requires more computational power and memory bandwidth. Therefore, the choice of FSAA sample count is often a balance between achieving the desired antialiasing quality and maintaining acceptable performance levels.
VisibleSets the visibility of the 2D root in the viewport. When set to hidden the 2D root content will still be visible in other nodes, just hidden in the viewport.
  • Visible : The 2D Root output will be visible in the viewport
  • Hidden : The 2D Root output will be hidden in the viewport, if the output is connected to any other 2D nodes, the content will still be visible
Blend AmountBlend amount refers to the strength of blending applied when combining the 2D root graphics with other elements within the scene. The blend amount is set from 0 - 1, with 0 being transparent and 1 being fully opaque.
Blend Mode (RGB)Blend modes are image processing that combines two or more layers or images together. Each blend mode defines how the colours of the source and destination layers are mixed based on their pixel values, resulting in various visual effects and compositions.
  • Solid : Where no blend mode is applied.
  • Blend : The Blend mode can be used to create a simple blend between two or more images.
  • Additive : The Additive blend mode is used to create various visual effects, such as adding highlights, glows, or light sources to an image. When used with bright colours or textures, it can produce a vibrant and glowing appearance.
  • Subtractive : The Subtractive blend mode is used to create various visual effects, such as shadows, darkening, or tonal adjustments. It can be useful for creating the appearance of darkened areas or blending images with dark textures or gradients.
  • Multiply : The pixel values of the source and destination layers are multiplied together, resulting in a darker composite. Black pixels have no effect, while white pixels preserve the destination layer.
  • Max : The Max blend mode is used to create effects where the brighter or lighter pixels from either layer are preserved, and darker pixels get replaced. It can be useful in situations where you want to enhance the highlights or bright areas of an image or composite multiple layers while keeping the brightest pixel values visible.
  • Min : The Min blend mode is used to create effects where the darker or lower pixel values from either layer are preserved, and brighter pixels get replaced. It can be useful in situations where you want to enhance shadows or darker areas of an image or composite multiple layers while keeping the darkest pixel values visible.
  • Screen : The pixel values of the source and destination layers are inverted, multiplied, and then inverted again, resulting in a brighter composite. White pixels have no effect, while black pixels preserve the destination layer.
  • Light : The lighter pixel value is chosen between the source and destination layers for each pixel.
  • Pre-Mul Blend : Premultiplied Alpha is a method of storing and handling alpha information in images or textures. In traditional alpha blending, the alpha channel represents the opacity of each pixel, ranging from 0 (completely transparent) to 1 (fully opaque). When blending two images with alpha channels, the RGB (colour) values and the alpha values are blended separately.
Blend Mode (Alpha)Sets the blend mode for any alpha channels set in the 2D root, main project root and between any layers within the project.
  • Solid : Where no blend mode is applied.
  • Blend : The Blend mode can be used to create a simple blend between two or more images.
  • Additive : The Additive blend mode is used to create various visual effects, such as adding highlights, glows, or light sources to an image. When used with bright colours or textures, it can produce a vibrant and glowing appearance.
  • Subtractive : The Subtractive blend mode is used to create various visual effects, such as shadows, darkening, or tonal adjustments. It can be useful for creating the appearance of darkened areas or blending images with dark textures or gradients.
  • Multiply : The pixel values of the source and destination layers are multiplied together, resulting in a darker composite. Black pixels have no effect, while white pixels preserve the destination layer.
  • Max : The Max blend mode is used to create effects where the brighter or lighter pixels from either layer are preserved, and darker pixels get replaced. It can be useful in situations where you want to enhance the highlights or bright areas of an image or composite multiple layers while keeping the brightest pixel values visible.
  • Min : The Min blend mode is used to create effects where the darker or lower pixel values from either layer are preserved, and brighter pixels get replaced. It can be useful in situations where you want to enhance shadows or darker areas of an image or composite multiple layers while keeping the darkest pixel values visible.
  • Screen : The pixel values of the source and destination layers are inverted, multiplied, and then inverted again, resulting in a brighter composite. White pixels have no effect, while black pixels preserve the destination layer.
  • Light : The lighter pixel value is chosen between the source and destination layers for each pixel.
  • Pre-Mul Blend : Premultiplied Alpha is a method of storing and handling alpha information in images or textures. In traditional alpha blending, the alpha channel represents the opacity of each pixel, ranging from 0 (completely transparent) to 1 (fully opaque). When blending two images with alpha channels, the RGB (colour) values and the alpha values are blended separately.
Preview In ViewportEnabling preview in the viewport will show the output of the 2D root in the viewport. This is especially useful if the visibility of the 2D root is set to hidden.

Inputs