This page provides information about the Color Correct utility texture in V-Ray for Blender.
Overview
The V-Ray Color Correct Texture works with the Red, Green and Blue channels of a texture map and allows them to be remapped to different colors.
UI Path
||Node Editor|| > Add > Utility Textures > Color Correct
Node
Texture Map – The texture being color corrected.
Hsl Hue Gain – Controls the hue gain. Offset value is added to the Hue channel, not multiplied.
Hsl Saturation – Offset value is added to the Saturation channel.
Hsl Lightness Offset – The Saturation Channel is multiplied by the value.
Hsl Lightness Gain – The Lightness Channel is multiplied by the value.
Hsv Hue Gain – Controls the hue gain. Offset value is added to the Hue channel, not multiplied.
Hsv Saturation Offset – Offset value is added to the Saturation channel.
Hsv Saturation Gain – Saturation Channel is multiplied by the Gain.
Hsv Value Offset – Offset value is added to the channel.
Hsv Value Gain – Value Channel is multiplied by the Gain.
Red, Green, Blue Offset & Gain – For each channel there are two parameters Offset and Gain. Offset value is added to the channel while the gain is multiplied.
Parameters
Alpha, Blue, Green and Red channel selectors – These 4 drop-downs remap different values in each channel. Select from channel values at different stages of the Color Correct pipeline.
Red, Green, Blue, Alpha: these are the resulting channel values of all previous operations.
Intensity: Average of the Red, Green and Blue channels.
In Red, In Green, In Blue, In Alpha: These are the unprocessed input channel values.
In Intensity: Average of the In Red, In Green and In Blue channels.
HSL Hue, HSL Saturation, HSL Lightness: These are the HSL stage's result values.
HSV Hue, HSV Saturation, HSV Value: These are the HSV stage's result values.
Hsl Hue Offset – Offset value is added to the Hue channel.
Hsl On – Enables the Hue, Saturation, and Luminance controls.
Hsv Hue Offset – Offset value is added to the Hue channel.
HSV On – Enables the Hue, Saturation, and Value controls.
Post Clamp – Enables the clamp. RGBA channels are clamped by the specified min and max values.
Post Clamp Max/ Post Clamp Min – Controls Clamp. The normal range of the parameters is [0..1] values out of this range can be used to clamp HDRI images. Affects alpha.
Post Clamp Normalize – Clamps colors are scaled so that they map to [0..1] range again after the clamp operation. Affects alpha.
Post Invert – RGB channels are inverted around 50% resulting negative of the input image.
Post Mono – R, G and B channels are set to average of those 3 channels, gives a gray-scale image.
Post Process On – Enables the Post Process parameters.
Pre Brightness – An amount added to all RGBA channels. Affects alpha.
Pre Clamp –
Pre Clamp Max/ Pre Clamp Min –
Pre Clamp Normalize –
Pre Contrast – Scales the RGBA channel values around 50% intensity. 0% contrast will produce 50% gray regardless the input color. Affects alpha.
Pre Gamma – Modifies the RGBA channel values exponentially. Gamma is a non-linear operation which does not change black (0%) and white (100%) while changing the other values. Higher gamma values produce darker mid-tones while lower gamma values produce brighter mid-tones. Affects alpha.
Pre Invert –
Pre Mono –
Pre Unmult Alpha – If the source texture has alpha channel, RGB channel values are normally multiplied with the alpha channel value. For example if a white pixel has 50% alpha, it's stored as %50 gray. This provides faster compositing operations since RGB values are already multiplied with alpha.
Premultiply New Alpha – Multiply RGB channels with the resulting alpha value.
Pre-process On –
RGBA Channel Mapping On – Turns on the RGBA channel mapping.
Source Color – The texture being color corrected.