Aura

Inputs

The Aura layer contract — what each input plug expects and what it does with it.

Aura takes up to four TOP inputs. Only the first is required — each one added unlocks a feature tier.

InputContentUnlocks
1 — SceneYour composited layers, premultipliedEmission from bright pixels
2 — OcclusionGrayscale blocker maskShadows independent of alpha
3 — Emission overrideRGB emission map, in nitsEmitters that aren't visible
4 — Normal2D normal mapDirectional response on surfaces

The one rule: premultiplied alpha

Aura derives occlusion from input 1's alpha when no input 2 is wired. Straight (unpremultiplied) sources read as glowing halos around every edge.

If halos appear around composited elements, the source is straight alpha — drop a Premultiply TOP in front, or wire a real occlusion mask into input 2.

Emission without visibility

Input 3 answers the common request "light from off-screen": paint emitters into the override map and they cast without being drawn.

Flicker an off-screen fire
# noise TOP → level TOP (drives intensity) → input 3
op('aura1').par.emissionscale.expr = "1.0 + op('noise_fire')['chan1'] * 0.4"

Normal maps (input 4) are the cheapest large upgrade: characters rendered from a 3D DCC with a normal AOV pick up directional 2D light that tracks their forms — the flat-sticker look disappears.

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