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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 SaturationOffset 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 GainControls the hue gain. Offset value is added to the Hue channel, not multiplied.

Hsv Saturation OffsetOffset value is added to the Saturation channel.

Hsv Saturation GainSaturation Channel is multiplied by the Gain.

Hsv Value OffsetOffset value is added to the channel.

Hsv Value GainValue 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 OffsetOffset value is added to the Hue channel.

Hsl On – Enables the Hue, Saturation, and Luminance controls.

Hsv Hue OffsetOffset value is added to the Hue channel.

HSV OnEnables 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 MinControls 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 NormalizeClamps colors are scaled so that they map to [0..1] range again after the clamp operation. Affects alpha.

Post InvertRGB 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 BrightnessAn amount added to all RGBA channels. Affects alpha.

Pre Clamp –

Pre Clamp Max/ Pre Clamp Min –

Pre Clamp Normalize –

Pre ContrastScales the RGBA channel values around 50% intensity. 0% contrast will produce 50% gray regardless the input color. Affects alpha.

Pre GammaModifies 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 AlphaIf 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 OnTurns on the RGBA channel mapping.

Source ColorThe texture being color corrected.