Improvements for "Texture Nodes" section #104466
@ -1,7 +1,8 @@
|
||||
.. index:: Compositor Nodes; Hue/Saturation/Value
|
||||
.. _bpy.types.CompositorNodeHueSat:
|
||||
.. Editor's Note: This page gets copied into:
|
||||
.. - :doc:`</render/cycles/nodes/types/color/hue_saturation>`
|
||||
.. - :doc:`</render/shader_nodes/color/hue_saturation>`
|
||||
.. - :doc:`</editors/texture_node/types/color/hue_saturation>`
|
||||
|
||||
.. --- copy below this line ---
|
||||
|
||||
@ -20,32 +21,23 @@ Inputs
|
||||
======
|
||||
|
||||
Factor
|
||||
Controls the amount of influence the node exerts on the output image.
|
||||
Image
|
||||
The amount of influence the node exerts on the image.
|
||||
Image/Color
|
||||
Standard color input.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
The transformations are relative shifts.
|
||||
In the shader and texture context the following properties are available as input sockets.
|
||||
|
||||
Hue
|
||||
Specifies the hue rotation of the image. 360° are mapped to (0 to 1).
|
||||
The hue shifts of 0 (-180°) and 1 (+180°) have the same result.
|
||||
The hue rotation offset, from 0 (-180°) to 1 (+180°). Note that
|
||||
0 and 1 have the same result.
|
||||
Saturation
|
||||
A saturation of 0 removes hues from the image, resulting in a grayscale image.
|
||||
A shift greater than 1.0 increases saturation.
|
||||
A value of 0 removes color from the image, making it black-and-white.
|
||||
A value greater than 1.0 increases saturation.
|
||||
Value
|
||||
Value is the overall brightness of the image.
|
||||
De/Increasing values shift an image darker/lighter.
|
||||
|
||||
The value shift. 0 makes the color black, 1 keeps it the same, and higher
|
||||
values make it brighter.
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Image
|
||||
Image/Color
|
||||
Standard color output.
|
||||
|
||||
|
||||
@ -54,25 +46,14 @@ Hue/Saturation Tips
|
||||
|
||||
Some things to keep in mind that might help you use this node better:
|
||||
|
||||
Hues are vice versa
|
||||
A blue image, with a Hue setting at either end of the spectrum (0 or 1),
|
||||
is output as yellow (recall that white, minus blue, equals yellow).
|
||||
A yellow image, with a Hue setting at 0 or 1, is blue.
|
||||
Hue and Saturation work together.
|
||||
So, a Hue of 0.5 keeps the blues the same shade of blue,
|
||||
but *Saturation* can deepen or lighten the intensity of that color.
|
||||
Gray & White are neutral hues
|
||||
A gray image, where the RGB values are equal, has no hue. Therefore,
|
||||
this node can only affect it with *Value*. This applies to all shades of gray,
|
||||
from black to white; wherever the values are equal.
|
||||
Hues are laid out on a circle
|
||||
If you apply a Hue offset of 1 (+180°) to a blue image, you get the diametrically opposite
|
||||
color, which is yellow. If you apply a Hue offset of 1 to that yellow image, you get blue again.
|
||||
Grayscale images have no hue
|
||||
Trying to change the Hue or Saturation of a grayscale image has no effect. You can only brighten
|
||||
or darken it by adjusting the Value. To add color, use the Mix node instead.
|
||||
Changing the effect over time
|
||||
The Hue and Saturation values can be animated with a *Time Node* or by animating the property.
|
||||
|
||||
.. note:: Tinge
|
||||
|
||||
This HSV node simply shifts hues that are already there.
|
||||
To colorize a gray image, or to add a tint to an image,
|
||||
use a Mix node to add in a static color from an RGB input node with your image.
|
||||
The different values can be animated using a *Time Curve* node or by setting keyframes.
|
||||
|
||||
|
||||
HSV Example
|
||||
|
@ -1,7 +1,10 @@
|
||||
.. index:: Compositor Nodes; RGB Curves
|
||||
.. _bpy.types.CompositorNodeCurveRGB:
|
||||
|
||||
.. Editor's Note: This page gets copied into :doc:`</render/cycles/nodes/types/color/rgb_curves>`
|
||||
.. Editor's Note: This page gets copied into:
|
||||
.. - :doc:`</render/shader_nodes/color/rgb_curves>`
|
||||
.. - :doc:`</editors/texture_node/types/color/rgb_curves>`
|
||||
.. - :doc:`</modeling/geometry_nodes/utilities/color/rgb_curves>`
|
||||
|
||||
.. --- copy below this line ---
|
||||
|
||||
@ -13,21 +16,20 @@ RGB Curves Node
|
||||
:align: right
|
||||
:alt: RGB Curves Node.
|
||||
|
||||
The *RGB Curves Node* allows color corrections for each color channel
|
||||
and levels adjustments in the compositing context.
|
||||
The *RGB Curves Node* performs level adjustments on each color channel.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Factor
|
||||
Controls the amount of influence the node exerts on the output image.
|
||||
Image
|
||||
Controls the amount of influence the node exerts on the image.
|
||||
Image/Color
|
||||
Standard color input.
|
||||
Black Level :guilabel:`Compositor Only`
|
||||
Defines the input color that is (linear) mapped to black.
|
||||
Defines the input color that should be mapped to black.
|
||||
White Level :guilabel:`Compositor Only`
|
||||
Defines the input color that is (linear) mapped to white.
|
||||
Defines the input color that should be mapped to white.
|
||||
|
||||
.. container:: lead
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||||
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||||
@ -35,29 +37,33 @@ White Level :guilabel:`Compositor Only`
|
||||
|
||||
.. tip::
|
||||
|
||||
To define the levels, use the :ref:`eyedropper <ui-eyedropper>` to select a color sample of a displayed image.
|
||||
To define the black and white levels, use the :ref:`eyedropper <ui-eyedropper>` to select a color sample of a displayed image.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Tone :guilabel:`Compositor Only`
|
||||
:Standard: TODO 2.8
|
||||
:Film Like: TODO 2.8
|
||||
:Standard: The Combined curve is applied to each channel individually, which may result in a change of hue.
|
||||
:Filmlike: Keeps the hue constant.
|
||||
|
||||
Channel
|
||||
Clicking on one of the channels displays the curve for each.
|
||||
The curve to show.
|
||||
|
||||
:C: Combined
|
||||
:R: Red
|
||||
:G: Green
|
||||
:B: Blue
|
||||
|
||||
C (Combined RGB), R (Red), G (Green), B (Blue)
|
||||
Curve
|
||||
A Bézier curve that varies the input levels (X axis) to produce an output level (Y axis).
|
||||
For the curve controls see: :ref:`Curve widget <ui-curve-widget>`.
|
||||
A Bézier curve that maps each input level (X axis) to an output level (Y axis).
|
||||
For the curve controls, see :ref:`Curve widget <ui-curve-widget>`.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Image
|
||||
Image/Color
|
||||
Standard color output.
|
||||
|
||||
|
||||
@ -83,8 +89,8 @@ Color Correction using Curves
|
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In this example, the image has too much red in it,
|
||||
so we run it through an *RGB Curves* node and reduce the Red channel.
|
||||
|
||||
Also, read on for examples of the Darken and Contrast Enhancement curves,
|
||||
:doc:`here </compositing/types/color/mix/mix_color>`.
|
||||
The documentation for the :doc:`/compositing/types/color/mix/mix_color` has an additional
|
||||
example about fixing overexposure.
|
||||
|
||||
|
||||
Color Correction using Black/White Levels
|
||||
|
@ -1,9 +1,9 @@
|
||||
.. index:: Compositor Nodes; Color Ramp
|
||||
.. _bpy.types.CompositorNodeValToRGB:
|
||||
.. Editors Note: This page gets copied into:
|
||||
.. - :doc:`/render/cycles/nodes/types/converter/color_ramp`
|
||||
.. - :doc:`/modeling/modifiers/nodes/color/color_ramp`
|
||||
.. - :doc`/compositing/types/converter/color_ramp`
|
||||
.. - :doc:`/render/shader_nodes/converter/color_ramp`
|
||||
.. - :doc:`/modeling/geometry_nodes/utilities/color/color_ramp`
|
||||
.. - :doc:`/editors/texture_node/types/converter`
|
||||
.. --- copy below this line ---
|
||||
|
||||
***************
|
||||
@ -21,20 +21,20 @@ Inputs
|
||||
======
|
||||
|
||||
Factor
|
||||
The Factor input is used as an index for the color ramp.
|
||||
The value to map. 0.0 results in the leftmost color, while 1.0 results in the rightmost.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Color Ramp
|
||||
For controls see :ref:`ui-color-ramp-widget`.
|
||||
See :ref:`ui-color-ramp-widget`.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Image
|
||||
Image/Color
|
||||
Standard color output.
|
||||
Alpha
|
||||
Standard alpha output.
|
||||
@ -46,40 +46,32 @@ Examples
|
||||
Creating an Alpha Mask
|
||||
----------------------
|
||||
|
||||
An often overlooked use case of the Color Ramp is to create an alpha mask,
|
||||
or a mask that is overlaid on top of another image.
|
||||
Such a mask allows you to select parts of the background to be shown through.
|
||||
An often overlooked use case of the Color Ramp is to turn a black-and-white image
|
||||
into a colored image with transparency.
|
||||
|
||||
.. figure:: /images/compositing_types_converter_color-ramp_create-alpha-mask.png
|
||||
:width: 600px
|
||||
|
||||
Using the Color Ramp node to create an alpha mask.
|
||||
|
||||
In the map above, a black-and-white swirl image, which is lacking an alpha channel,
|
||||
In the example above, a black-and-white swirl image, which is lacking an alpha channel,
|
||||
is fed into the Color Ramp node as a *Factor*.
|
||||
|
||||
The Color Ramp node is set to a purely transparent color on the left end of the gradient,
|
||||
and a fully red color on the right. As you can see in the Viewer node,
|
||||
the Color Ramp node puts out a mask that is fully transparent where the image is black.
|
||||
Black is zero, so Color Ramp outputs the color at the left end of the gradient,
|
||||
which is set to transparent.
|
||||
The Color Ramp image is fully red and opaque where the image is white (which is 1).
|
||||
|
||||
You can verify that the output image mask is indeed transparent
|
||||
by overlaying it on top of another image.
|
||||
the Color Ramp node outputs an image that is transparent where the input is black,
|
||||
and opaque where the input is white.
|
||||
|
||||
|
||||
Colorizing an Image
|
||||
-------------------
|
||||
|
||||
In this example multiple colors are added to the color gradient
|
||||
In this example, multiple colors are added to the color gradient,
|
||||
converting a black-and-white image into a flaming swirl.
|
||||
|
||||
.. figure:: /images/compositing_types_converter_color-ramp_colorizing-image.png
|
||||
:width: 600px
|
||||
|
||||
The shades of gray in the input image are mapped to three colors:
|
||||
blue, yellow, and red, all fully opaque (alpha of 1). Where the image is black,
|
||||
Color Ramp substitutes blue (the first color stop). Where it is some shade of gray,
|
||||
Color Ramp outputs a corresponding color from the gradient (bluish, yellow, to reddish).
|
||||
blue, yellow, and red, all fully opaque. Where the image is black,
|
||||
the Color Ramp substitutes blue (the first color stop). Where it is some shade of gray,
|
||||
the Color Ramp outputs a corresponding color from the gradient (bluish, yellow, to reddish).
|
||||
Where the image is fully white, the Color Ramp outputs red.
|
||||
|
@ -1,7 +1,8 @@
|
||||
.. index:: Compositor Nodes; Invert Color
|
||||
.. _bpy.types.CompositorNodeInvert:
|
||||
.. Editor's Note: This page gets copied into:
|
||||
.. - :doc:`</render/cycles/nodes/types/color/invert>`
|
||||
.. - :doc:`</render/shader_nodes/color/invert_color>`
|
||||
.. - :doc:`</editors/texture_node/types/color/invert_color>`
|
||||
|
||||
.. --- copy below this line ---
|
||||
|
||||
|
||||
@ -13,14 +14,14 @@ Invert Color Node
|
||||
:align: right
|
||||
:alt: Invert Color Node.
|
||||
|
||||
The *Invert Color Node* inverts the colors in the input image, producing a negative.
|
||||
Inverts the colors in the input image, producing a negative.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Factor
|
||||
Controls the amount of influence the node exerts on the output image.
|
||||
The amount of influence the node exerts on the image.
|
||||
Color
|
||||
Standard color input.
|
||||
|
||||
@ -28,12 +29,12 @@ Color
|
||||
Properties
|
||||
==========
|
||||
|
||||
In the compositing context this node has the following properties.
|
||||
In the compositing context, this node has the following properties:
|
||||
|
||||
RGB
|
||||
De/activation of the color channel inversion.
|
||||
Invert the color channels.
|
||||
Alpha
|
||||
De/activation of the alpha channel inversion.
|
||||
Invert the alpha channel.
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -3,8 +3,7 @@
|
||||
.. Editor's Note: This page gets copied into:
|
||||
.. - :doc:`</render/shader_nodes/color/mix>`
|
||||
.. - :doc:`</modeling/geometry_nodes/utilities/color/mix_rgb>`
|
||||
.. - :doc:`</render/shader_nodes/converter/mix>`
|
||||
.. - :doc:`</modeling/geometry_nodes/utilities/mix>`
|
||||
.. - :doc:`</editors/texture_node/types/color/mix_rgb>`
|
||||
|
||||
.. --- copy below this line ---
|
||||
|
||||
@ -16,117 +15,123 @@ Mix Node
|
||||
:align: right
|
||||
:alt: Mix Node.
|
||||
|
||||
The *Mix Node* mixes images by working on the individual and corresponding pixels
|
||||
of the two input images. Called "Mix Color" in the shader, geometry, and texture context.
|
||||
Blends two images together, much like how an image editing program blends two layers.
|
||||
|
||||
.. important::
|
||||
|
||||
As of Blender 3.4 this node has been updated in Shader and Geometry node editors.
|
||||
Files saved with the new node are not forward compatible.
|
||||
As of Blender 3.4, this node has been updated in the Shader and Geometry node editors.
|
||||
Files saved with the new node are not backward compatible.
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Factor
|
||||
Controls the amount of influence the node exerts on the output image.
|
||||
Image
|
||||
The background image. The image size and resolution sets the dimensions of the output image.
|
||||
Image
|
||||
The opacity of the foreground image.
|
||||
Image/A/Color1
|
||||
The background image. Determines the dimensions of the output.
|
||||
Image/B/Color2
|
||||
The foreground image.
|
||||
|
||||
Keep in mind that, unlike image editing programs where the foreground layer is on top,
|
||||
the foreground slot in Blender is on the bottom.
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Mix
|
||||
The Blend modes can be selected in the select menu.
|
||||
See :term:`Color Blend Modes` for details on each blending mode.
|
||||
|
||||
Add, Subtract, Multiply, Screen, Divide, Difference, Exclusion,
|
||||
Darken, Lighten, Overlay, Color Dodge, Color Burn,
|
||||
Hue, Saturation, Value, Color, Soft Light, Linear Light
|
||||
Data Type :guilabel:`Shader Editor` :guilabel:`Geometry Node Editor`
|
||||
The type of data to mix: Float, Vector, or Color.
|
||||
Factor Mode :guilabel:`Shader Editor` :guilabel:`Geometry Node Editor`
|
||||
Uniform
|
||||
The same single Factor is applied to all three Vector coordinates.
|
||||
Non-Uniform
|
||||
You can specify a different Factor for each Vector coordinate.
|
||||
Blending Mode
|
||||
The :term:`blending mode <Color Blend Modes>` to use.
|
||||
|
||||
Mix
|
||||
Regular alpha blending. Typically called *Normal* in image editing programs.
|
||||
`Darken <https://docs.krita.org/en/reference_manual/blending_modes/darken.html#bm-darken>`__
|
||||
For each color component, takes the smallest of the two values being blended.
|
||||
`Multiply <https://docs.krita.org/en/reference_manual/blending_modes/arithmetic.html#bm-multiply>`__
|
||||
Multiplies the colors component by component. Blending with a white pixel
|
||||
(value 1.0) has no effect, while blending with a black one (0.0) always
|
||||
results in black.
|
||||
`Color Burn <https://docs.krita.org/en/reference_manual/blending_modes/darken.html#bm-color-burn>`__
|
||||
Inverts the background color, divides it by the foreground color, and inverts the result.
|
||||
`Lighten <https://docs.krita.org/en/reference_manual/blending_modes/lighten.html#bm-lighten>`__
|
||||
For each color component, takes the largest of the two values being blended.
|
||||
`Screen <https://docs.krita.org/en/reference_manual/blending_modes/lighten.html#bm-screen>`__
|
||||
Inverts both colors, multiplies them, and inverts the result.
|
||||
`Color Dodge <https://docs.krita.org/en/reference_manual/blending_modes/lighten.html#bm-color-dodge>`__
|
||||
Divides the background color by the inverted foreground color.
|
||||
`Add <https://docs.krita.org/en/reference_manual/blending_modes/arithmetic.html#addition>`__
|
||||
Adds the two colors together.
|
||||
`Overlay <https://docs.krita.org/en/reference_manual/blending_modes/mix.html#overlay>`__
|
||||
Applies Multiply blending if the foreground color's lightness is below 0.5,
|
||||
or Screen blending if it's above.
|
||||
`Soft Light <https://docs.krita.org/en/reference_manual/blending_modes/lighten.html#bm-soft-light>`__
|
||||
Like Overlay, but more subtle.
|
||||
`Linear Light <https://docs.krita.org/en/reference_manual/blending_modes/lighten.html#bm-linear-light>`__
|
||||
Applies Linear Burn blending (background + foregound - 1) if the foreground color's lightness
|
||||
is below 0.5, or Linear Dodge (background + foreground) if it's above.
|
||||
`Difference <https://docs.krita.org/en/reference_manual/blending_modes/negative.html#bm-difference>`__
|
||||
For each component, subtracts the lower value from the higher value.
|
||||
`Exclusion <https://docs.krita.org/en/reference_manual/blending_modes/negative.html#bm-exclusion>`__
|
||||
Adds the two colors, then subtracts their multiple twice.
|
||||
`Subtract <https://docs.krita.org/en/reference_manual/blending_modes/arithmetic.html#subtract>`__
|
||||
Subtracts the foreground color from the background color.
|
||||
`Divide <https://docs.krita.org/en/reference_manual/blending_modes/arithmetic.html#divide>`__
|
||||
Divides the background color by the foreground color.
|
||||
`Hue <https://docs.krita.org/en/reference_manual/blending_modes/hsx.html#bm-hue>`__
|
||||
Combines the saturation and value of the background color with the hue of the foreground color.
|
||||
`Saturation <https://docs.krita.org/en/reference_manual/blending_modes/hsx.html#bm-saturation>`__
|
||||
Combines the hue and value of the background color with the saturation of the foreground color.
|
||||
`Color <https://docs.krita.org/en/reference_manual/blending_modes/hsx.html#bm-color>`__
|
||||
Combines the value of the background color with the hue and saturation of the foreground color.
|
||||
`Value <https://docs.krita.org/en/reference_manual/blending_modes/hsx.html#bm-luminosity>`__
|
||||
Combines the hue and saturation of the background color with the value of the foreground color.
|
||||
Use Alpha
|
||||
If activated, by clicking on the *Color and Alpha* icon,
|
||||
the Alpha channel of the second image is used for mixing.
|
||||
When deactivated, the default, the icon background is a light gray.
|
||||
The alpha channel of the base image is always used.
|
||||
Clamp
|
||||
Limit the output value between 0.0 and 1.0.
|
||||
|
||||
Whether to use the alpha channel of the foreground image during mixing.
|
||||
The alpha channel of the background image is always used.
|
||||
Clamp/Clamp Result
|
||||
Clamp the output value to the [0.0, 1.0] range.
|
||||
Clamp Factor :guilabel:`Shader Editor` :guilabel:`Geometry Node Editor`
|
||||
Clamp the Factor to the [0.0, 1.0] range.
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Image
|
||||
Standard color output.
|
||||
Image/Result/Color
|
||||
The result of the mixing operation.
|
||||
|
||||
|
||||
Examples
|
||||
========
|
||||
|
||||
Below are samples of common mix modes and uses, mixing a color or checker with a mask.
|
||||
Below are examples of blending modes, as well as some practical use cases.
|
||||
|
||||
.. figure:: /images/compositing_types_color_mix_blend-modes.png
|
||||
:width: 700px
|
||||
|
||||
Some explanation of the mixing methods above might help you use the Mix node effectively:
|
||||
Blending a colored pattern with a flat color (top row) and a circular mask (bottom row).
|
||||
|
||||
Add
|
||||
Adding blue to blue keeps it blue, but adding blue to red makes purple.
|
||||
White already has a full amount of blue, so it stays white.
|
||||
Use this to shift a color of an image. Adding a blue tinge makes the image feel colder.
|
||||
Subtract
|
||||
Taking Blue away from white leaves Red and Green, which combined make Yellow.
|
||||
Taking Blue away from Purple leaves Red. Use this to desaturate an image.
|
||||
Taking away yellow makes an image bluer and more depressing.
|
||||
Multiply
|
||||
Black (0.0) times anything leaves black. Anything times White (1.0) is itself.
|
||||
Use this to mask out garbage, or to colorize a black-and-white image.
|
||||
Hue
|
||||
Shows you how much of a color is in an image,
|
||||
ignoring all colors except what is selected: makes a monochrome picture (style 'Black & Hue').
|
||||
Mix
|
||||
Combines the two images, averaging the two.
|
||||
Lighten
|
||||
Like bleach makes your whites whiter. Used with a mask to lighten up a little.
|
||||
Difference
|
||||
It takes out a color. The color needed to turn Yellow into White is Blue.
|
||||
Use this to compare two very similar images to see what had been done to one to make it the other;
|
||||
sort of like a change log for images. You can use this to see a watermark (see `Watermark images`_)
|
||||
you have placed in an image for theft detection.
|
||||
Darken
|
||||
With the colors set here, it's like looking at the world through rose-colored glasses.
|
||||
Fixing overexposure
|
||||
-------------------
|
||||
|
||||
.. note::
|
||||
|
||||
Only add, subtract, multiply and divide are suitable for :term:`Scene Referenced` images.
|
||||
|
||||
|
||||
Contrast Enhancement
|
||||
--------------------
|
||||
|
||||
Here is a small node tree showing the effects of two other common uses for the RGB Curve:
|
||||
*Darken* and *Contrast Enhancement*.
|
||||
You can see the effect each curve has independently,
|
||||
and the combined effect when they are *mixed* equally.
|
||||
The Compositing setup below shows how to fix an overexposed render by
|
||||
darkening it and increasing contrast.
|
||||
|
||||
.. figure:: /images/compositing_types_color_mix_contrast-enhancement.png
|
||||
:width: 700px
|
||||
|
||||
Example node setup showing "Darken", "Enhance Contrast" and "Mix" nodes for composition.
|
||||
Example node setup showing two RGB Curves nodes and a Mix node for composition.
|
||||
|
||||
As you can hopefully see, our original magic monkey was overexposed by too much light.
|
||||
To cure an overexposure, you must both darken the image and enhance the contrast.
|
||||
The top :doc:`/compositing/types/color/adjust/rgb_curves` darkens the image by linearly scaling each
|
||||
color value to a smaller one.
|
||||
|
||||
In the top RGB curve, *Darken*, only the right side of the curve was lowered; thus,
|
||||
any X input along the bottom results in a geometrically less Y output.
|
||||
The *Enhance Contrast* RGB (S-shaped) curve scales the output such that middle values of X change dramatically;
|
||||
namely, the middle brightness scale is expanded,
|
||||
and thus, whiter whites and blacker blacks are output. To make this curve,
|
||||
simply click on the curve and a new control point is added.
|
||||
Drag the point around to bend the curve as you wish.
|
||||
The Mix node combines these two effects equally, and Suzanne feels much better.
|
||||
The bottom curve node increases constract by making small values smaller and large values larger.
|
||||
|
||||
Finally, the Mix node blends the two together.
|
||||
|
||||
|
||||
Watermark Images
|
||||
@ -135,11 +140,14 @@ Watermark Images
|
||||
In the old days, a pattern was pressed into the paper mush as it dried,
|
||||
creating a mark that identified who made the paper and where it came from.
|
||||
The mark was barely perceptible except in just the right light.
|
||||
Probably the first form of subliminal advertising. Nowadays,
|
||||
people watermark their images to identify them as personal intellectual property,
|
||||
Probably the first form of subliminal advertising.
|
||||
|
||||
Nowadays, people watermark their images to identify them as personal intellectual property,
|
||||
for subliminal advertising of the author or hosting service,
|
||||
or simply to track their image's proliferation throughout the web. Blender provides a complete
|
||||
set of tools for you to both encode your watermark and to tell if an image has your watermark.
|
||||
or simply to track their image's proliferation throughout the web.
|
||||
|
||||
Blender provides a complete set of tools for you to both encode your watermark
|
||||
and to tell if an image has your watermark.
|
||||
|
||||
|
||||
Encoding your Watermark in an Image
|
||||
@ -149,48 +157,38 @@ First, construct your own personal watermark.
|
||||
You can use your name, a word, or a shape or image not easily replicated.
|
||||
While neutral gray works best using the encoding method suggested,
|
||||
you are free to use other colors or patterns.
|
||||
It can be a single pixel or a whole gradient; it is up to you. In the example below,
|
||||
we are encoding the watermark in a specific location in the image using the *Translate* node;
|
||||
It can be a single pixel or a whole gradient; it is up to you.
|
||||
|
||||
In the example below, we are encoding the watermark in a specific location
|
||||
in the image using the *Translate* node;
|
||||
this helps later because we only have to look at a specific location for the mark.
|
||||
We then use the RGB to BW node to convert the image to numbers
|
||||
that the Map Value node can use to make the image subliminal.
|
||||
In this case, it reduces the mark to one-tenth of its original intensity.
|
||||
The Add node adds the corresponding pixels,
|
||||
We then use the *RGB to BW node* to convert the color image to grayscale numbers,
|
||||
which we then feed into the *Map Range* node to reduce the mark to one-tenth of
|
||||
its original intensity.
|
||||
|
||||
The *Add* node (*Mix* node with blending mode *Add*) adds the corresponding pixels,
|
||||
making the ones containing the mark ever-so-slightly brighter.
|
||||
|
||||
.. figure:: /images/compositing_types_color_mix_watermark-encode.png
|
||||
:width: 700px
|
||||
|
||||
Embedding your mark in an image using a mark and specific position.
|
||||
Embedding a watermark in an image.
|
||||
|
||||
Of course, if you *want* people to notice your mark, do not scale it so much,
|
||||
or make it a contrasting color. There are also many other ways,
|
||||
using other mix settings and fancier rigs. Feel free to experiment!
|
||||
|
||||
.. hint:: Additional uses
|
||||
|
||||
You can also use this technique, using settings that result in visible effects,
|
||||
in title sequences to make the words appear to be cast on the water's surface,
|
||||
or as a special effect to make words appear on the possessed girl's forearm.
|
||||
|
||||
|
||||
Decoding an Image for your Watermark
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
When you see an image that you think might be yours,
|
||||
use the node tree below to compare it to your stock image (pre-watermarked original).
|
||||
In this tree, the Mix node is set to Difference,
|
||||
and the Map Value node amplifies any difference. The result is routed to a viewer,
|
||||
and you can see how the original mark clearly stands out.
|
||||
In this tree, the *Mix* node is set to Difference,
|
||||
and the *Map Value* node amplifies any difference.
|
||||
You can see how the original mark clearly stands out.
|
||||
|
||||
.. figure:: /images/compositing_types_color_mix_watermark-decode.png
|
||||
:width: 700px
|
||||
|
||||
Checking an image for your watermark.
|
||||
|
||||
Various image compression algorithms lose some of the original; the difference shows as noise.
|
||||
Experiment with different compression settings and marks to see which works best for you by
|
||||
having the encoding node group in one scene, and the decoding group in another.
|
||||
Use them while changing Blender's image format settings,
|
||||
reloading the watermarked image after saving, to get an acceptable result.
|
||||
In the example above, the mark was clearly visible all the way up to ``JPEG`` compression of 50%.
|
||||
|
@ -1,6 +1,8 @@
|
||||
.. index:: Compositor Nodes; RGB TO BW
|
||||
.. _bpy.types.CompositorNodeRGBToBW:
|
||||
.. Editor's Note: This page gets copied into :doc:`</render/cycles/nodes/types/converter/rgb_to_bw>`
|
||||
.. Editor's Note: This page gets copied into:
|
||||
.. - :doc:`</render/shader_nodes/converter/rgb_to_bw>`
|
||||
.. - :doc:`</editors/texture_node/types/converter/rgb_to_bw>`
|
||||
|
||||
.. --- copy below this line ---
|
||||
|
||||
@ -12,8 +14,12 @@ RGB to BW Node
|
||||
:align: right
|
||||
:alt: RGB to BW Node.
|
||||
|
||||
The *RGB to BW Node* maps an RGB color image to a gray-scale by the luminance.
|
||||
The *RGB to BW Node* makes a color image black-and-white by outputting its luminance.
|
||||
|
||||
.. note::
|
||||
You can directly connect Color sockets to Value sockets in node graphs,
|
||||
which also converts the image to black-and-white. As such, this node is
|
||||
not always necessary.
|
||||
|
||||
Inputs
|
||||
======
|
||||
@ -32,6 +38,6 @@ Outputs
|
||||
=======
|
||||
|
||||
Value
|
||||
Gray-scale value output.
|
||||
Grayscale value output.
|
||||
|
||||
.. (TODO add) examples of why this might be useful
|
||||
|
@ -9,28 +9,30 @@
|
||||
Group
|
||||
*****
|
||||
|
||||
:doc:`Group Nodes </interface/controls/nodes/groups>` are a collection of nodes
|
||||
that can be combined into a single node while selectively exposing inputs of the embedded nodes.
|
||||
Group nodes can simplify a node tree by allowing instancing and hiding parts of the tree.
|
||||
A :doc:`Group Node </interface/controls/nodes/groups>` combines a set of nodes into a single one,
|
||||
and selectively exposes inputs and outputs of those nodes.
|
||||
|
||||
Group nodes can simplify a node tree by hiding away complexity and reusing functionality.
|
||||
|
||||
Group Input
|
||||
===========
|
||||
|
||||
Adds a group input node, this serves as a convenient way to re-add the input node in case it is accidentally deleted.
|
||||
Note, groups can only have one input, if more than one is added they are duplicates of each other.
|
||||
Exposes the inputs of the node group. You can have multiple of these nodes in your tree to keep it clean,
|
||||
bringing in each input right where you need it (rather than dragging long links all across your graph).
|
||||
|
||||
The input slots can be edited in the *Group* tab of the *Sidebar*.
|
||||
|
||||
Group Output
|
||||
============
|
||||
|
||||
Adds a group output node, this serves as a convenient way to re-add the output node
|
||||
in case it is accidentally deleted. Note, groups can only have one output,
|
||||
if more than one is added they are duplicates of each other.
|
||||
Receives the outputs of the node group. You can have multiple of these nodes in your tree to keep it clean,
|
||||
outputting each result right where it's produced (rather than dragging long links all across your graph).
|
||||
|
||||
The output slots can be edited in the *Group* tab of the *Sidebar*.
|
||||
|
||||
|
||||
Node Groups
|
||||
===========
|
||||
|
||||
This section lists all the node groups either from the current blend-file or
|
||||
This section lists all the node groups, both those in the current blend-file and those
|
||||
:doc:`Linked or Appended </files/linked_libraries/link_append>` from another blend-file.
|
||||
|
@ -26,7 +26,7 @@ Properties
|
||||
|
||||
Curve
|
||||
The Y value defined by the curve is the factor output.
|
||||
For the curve controls see: :ref:`Curve widget <ui-curve-widget>`.
|
||||
For the curve controls, see :ref:`Curve widget <ui-curve-widget>`.
|
||||
|
||||
.. tip::
|
||||
|
||||
@ -43,14 +43,13 @@ Outputs
|
||||
=======
|
||||
|
||||
Factor
|
||||
A speed of time factor (from 0.0 to 1.0) relative to the scene's :ref:`Frame Rate <bpy.types.RenderSettings.fps>`.
|
||||
The factor changes according to the defined curve.
|
||||
The Y value of the curve at the current frame.
|
||||
|
||||
.. hint:: Output values
|
||||
.. hint::
|
||||
|
||||
The :doc:`Map Value </compositing/types/utilities/map_value>`
|
||||
node can be used to map the output to a more appropriate value.
|
||||
With sometimes curves, it is possible that the Time Curve node
|
||||
With some curves, it is possible that the Time Curve node
|
||||
may output a number larger than one or less than zero.
|
||||
To be safe, use the Min/Max clamping function of the Map Value node to limit output.
|
||||
|
||||
|
@ -21,8 +21,8 @@ The *Math Node* performs math operations.
|
||||
Inputs
|
||||
======
|
||||
|
||||
The inputs of the node are dynamic. Some inputs are only available in certain operations.
|
||||
For instance, the *Addend* input is only available in the *Multiply Add* operator.
|
||||
The inputs of the node are dynamic. Some inputs are only available for certain operations.
|
||||
For instance, the *Addend* input is only available for the *Multiply Add* operator.
|
||||
|
||||
Value
|
||||
Input Value. Trigonometric functions read this value as radians.
|
||||
@ -110,7 +110,7 @@ Operation
|
||||
Outputs a value between *Min* and *Max* based on the absolute difference between
|
||||
the input value and the nearest integer multiple of *Max* less than the value.
|
||||
:Snap: Rounds the input value down to the nearest integer multiple of *Increment*.
|
||||
:Ping-pong: The output value is moved between 0.0 and the *Scale* based on the input value.
|
||||
:Ping-pong: Bounces back and forth between 0.0 and the *Scale* as the input value increases.
|
||||
|
||||
Trigonometric
|
||||
:Sine:
|
||||
@ -160,21 +160,19 @@ Manual Z-Mask
|
||||
|
||||
Minimum and maximum function example.
|
||||
|
||||
This example has one scene input by the top *Render Layers* node,
|
||||
which has a cube that is about 10 units from the camera.
|
||||
The bottom *Render Layers* node inputs a scene
|
||||
with a plane that covers the left half of the view and is 7 units from the camera.
|
||||
Both are fed through their respective *Map Value* nodes to divide the Z-buffer by 20
|
||||
(multiply by 0.05, as shown in the Size field)
|
||||
and clamped to be a min/max of 0.0/1.0 respectively.
|
||||
The top *Render Layers* node has a cube that is about 10 units from the camera.
|
||||
The bottom *Render Layers* node has a plane that covers the left half of the view
|
||||
and is 7 units from the camera.
|
||||
Both are fed through their respective *Map Value* nodes to multiply the depth value by
|
||||
0.05 and clamp it to [0.0, 1.0], bringing it into a suitable range for displaying it as a color.
|
||||
|
||||
For the minimum function,
|
||||
the node selects those Z values where the corresponding pixel is closer to the camera;
|
||||
so it chooses the Z values for the plane and part of the cube.
|
||||
The background has an infinite Z value, so it is clamped to 1.0 (shown as white).
|
||||
In the maximum example, the Z values of the cube are greater than the plane,
|
||||
so they are chosen for the left side, but the plane *Render Layers* Z are infinite
|
||||
(mapped to 1.0) for the right side, so they are chosen.
|
||||
The Minimum node selects the smallest of the two depth values at each pixel. In the left half,
|
||||
it chooses the plane (because it's closer than the cube), and in the right half,
|
||||
it chooses the cube (because it's closer than the background, which is infinitely far away).
|
||||
|
||||
The Maximum node selects the largest of the two depth values at each pixel. In the left half,
|
||||
it chooses the cube (because it's farther away than the plane), and in the right half,
|
||||
it chooses the background (because it's farther away than the cube).
|
||||
|
||||
|
||||
Using Sine Function to Pulsate
|
||||
@ -189,9 +187,9 @@ At frame 25, the output value is 0.25.
|
||||
That value is multiplied by 2 × pi (6.28) and converted to 1.0 by the Sine function,
|
||||
since :math:`sin(2 × pi/ 4) = sin(pi/ 2) = +1.0`.
|
||||
|
||||
Since the sine function can put out values between (-1.0 to 1.0),
|
||||
Since the sine function can output values between (-1.0 to 1.0),
|
||||
the *Map Value* node scales that to 0.0 to 1.0 by taking the input (-1 to 1), adding 1
|
||||
(making 0 to 2), and multiplying the result by one-half (thus scaling the output between 0 to 1).
|
||||
(making 0 to 2), and multiplying the result by 0.5 (thus scaling the output between 0 to 1).
|
||||
The default *Color Ramp* converts those values to a gray-scale.
|
||||
Thus, medium gray corresponds to a 0.0 output by the sine, black to -1.0,
|
||||
and white to 1.0. As you can see, :math:`sin(pi/ 2) = 1.0`. Like having your own visual color calculator!
|
||||
@ -241,5 +239,5 @@ rounds the value to the nearest whole number (produces 0, 1, 2, 3, 4, 5),
|
||||
and then divides the image pixel color by five (0.0, 0.2, 0.4, 0.6, 0.8, 1.0).
|
||||
|
||||
In the case of a color image,
|
||||
you need to split it into separate RGB channels using *Separate/Combine RGBA* nodes
|
||||
you need to split it into separate RGB channels using *Separate/Combine Color* nodes
|
||||
and perform this operation on each channel independently.
|
||||
|
@ -5,68 +5,61 @@
|
||||
Introduction
|
||||
************
|
||||
|
||||
The Texture Node Editor allows creating custom textures by combining colors,
|
||||
procedural patterns, and images in various ways. This is a step up from the
|
||||
:doc:`built-in textures </render/materials/legacy_textures/introduction>`,
|
||||
where you can select a type from a list and not much more.
|
||||
|
||||
.. note::
|
||||
|
||||
The texture node system is legacy and expected to be replaced by a new system.
|
||||
Due to this, the manual is not up to date with the latest version of Blender.
|
||||
Textures -- both built-in ones and node-based ones -- are a legacy feature.
|
||||
For their original main purpose, which was of course texturing objects,
|
||||
they have been replaced by :doc:`Materials </render/materials/introduction>`
|
||||
which are set up in the :doc:`/editors/shader_editor`.
|
||||
|
||||
Blender includes a node-based texture generation system, which enables textures
|
||||
creation by combining colors, patterns and other textures in the same way as
|
||||
shader writing with :doc:`material nodes </render/shader_nodes/index>`.
|
||||
Today, the use of Textures is limited to:
|
||||
|
||||
* :doc:`Brushes </sculpt_paint/brush/texture>`.
|
||||
* The :doc:`/modeling/modifiers/deform/displace`.
|
||||
* Influencing size, density etc. of :doc:`particle systems </physics/particles/texture_influence>`.
|
||||
* Influencing emission locations of :ref:`fire/smoke simulations <bpy.types.FluidFlowSettings.use_texture>`.
|
||||
* :doc:`Compositing </compositing/types/input/texture>`.
|
||||
|
||||
In addition, the Displace modifier and fire/smoke simulations don't support
|
||||
node-based textures, instead only working with the built-in ones.
|
||||
|
||||
.. figure:: /images/editors_texture-node_introduction_types-combined.png
|
||||
:width: 600px
|
||||
|
||||
Combined textures based on nodes.
|
||||
|
||||
These textures can be used for brushes, compositing and inside particle systems.
|
||||
|
||||
|
||||
Using Texture Nodes
|
||||
===================
|
||||
|
||||
To use texture nodes with the current texture, open the Texture Node editor.
|
||||
The default Blender layout has no workspace containing the Texture Node Editor.
|
||||
You need to manually open it in an :doc:`area </interface/window_system/areas>` of choice.
|
||||
|
||||
A new texture can be created by either clicking the *New* button in the Texture Node editor,
|
||||
or the *New* button in the Texture panel. Once a texture is selected,
|
||||
it can be toggled to a function as a regular texture or a node texture by
|
||||
clicking the *Use Nodes* option in the Texture Node editor.
|
||||
|
||||
The default node setup will appear: a red-and-white checkerboard node
|
||||
connected to an *Output* named "Default". For texture nodes,
|
||||
multiple Outputs can exist in the node setup.
|
||||
Compare to other types of node contexts, which are limited to one active Output node.
|
||||
See the next section for details.
|
||||
|
||||
For instructions on how to add, remove and manipulate the nodes in the tree,
|
||||
see the :doc:`nodes </interface/controls/nodes/index>` reference.
|
||||
|
||||
|
||||
Using Multiple Outputs
|
||||
======================
|
||||
|
||||
Each texture defined with texture nodes can have several outputs,
|
||||
which can then be used for different things. For example,
|
||||
a texture that defines both a diffuse (color) map and a normal map.
|
||||
This can be done by:
|
||||
|
||||
#. Create two texture slots in the texture list, and set them to the same texture data-block.
|
||||
#. Add two *Output* nodes to the node tree,
|
||||
and type new names into their *Name* text fields: e.g. "Diffuse" for one and "Normal" for the other.
|
||||
#. Underneath the texture list view in the Texture panel, a selector with the names of the outputs is shown.
|
||||
For each entry in the Texture list, select the desired output by changing the menu entry
|
||||
(e.g. set one to *Diffuse* and the other to *Normal*).
|
||||
|
||||
These named outputs could be used, when the material is defined with material nodes.
|
||||
In this case, Texture Channels are probably not used. Instead, insert
|
||||
the texture nodes into the material node tree by using :menuselection:`Add --> Input --> Texture`.
|
||||
Inside the just added texture node the output to use can then be selected (e.g. *Diffuse* or *Normal*).
|
||||
Once the editor is open, you first need to set the empty *Texture Type* selector to *Brush*,
|
||||
after which you can use the :doc:`/interface/controls/templates/data_block`
|
||||
to start creating textures. Note that you need to enable *Use Nodes* in the header
|
||||
before you can add nodes.
|
||||
|
||||
|
||||
Header
|
||||
======
|
||||
|
||||
Pin (pin icon)
|
||||
The pin button will keep the current texture selection fixed.
|
||||
When a texture is pinned, it will remain visible in the Texture Editor
|
||||
even when another object or simulation is selected elsewhere.
|
||||
See :doc:`Nodes </interface/controls/nodes/introduction>` for the header items common to
|
||||
all node editors.
|
||||
|
||||
Texture Type
|
||||
World
|
||||
Deprecated -- the scene's :doc:`/render/lights/world` is now defined using
|
||||
a Material rather than a Texture.
|
||||
Brush
|
||||
Show brush Textures in the data-block menu. Because the other two types are deprecated,
|
||||
this effectively shows all Textures.
|
||||
Line Style
|
||||
Deprecated -- :doc:`Line Styles </render/freestyle/view_layer/line_style/introduction>`
|
||||
for the Freestyle renderer are now defined using Materials rather than Textures.
|
||||
|
||||
|
@ -25,9 +25,5 @@ Outputs
|
||||
=======
|
||||
|
||||
Coordinates
|
||||
The Coordinates node outputs the geometry local coordinates,
|
||||
relative to its bounding box as RGB colors:
|
||||
|
||||
- Red channel corresponds to X value.
|
||||
- Green channel corresponds to Y value.
|
||||
- Blue channel corresponds to Z value.
|
||||
The Coordinates node outputs the local geometry coordinates,
|
||||
relative to the bounding box.
|
@ -8,7 +8,7 @@ Texture Node
|
||||
:align: right
|
||||
:alt: Texture node.
|
||||
|
||||
The Texture node can be used to load another node-based or non-node-based texture.
|
||||
The Texture node loads another node-based or non-node-based texture.
|
||||
|
||||
|
||||
Inputs
|
||||
@ -26,8 +26,7 @@ Properties
|
||||
==========
|
||||
|
||||
Texture
|
||||
The texture could be selected from a list of textures available in the current blend-file or link in textures.
|
||||
The textures themselves could not be edited in this node, but in the Texture panel.
|
||||
The texture to load -- either from the current blend-file, or from a linked one.
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -3,7 +3,7 @@
|
||||
Output Nodes
|
||||
################
|
||||
|
||||
These nodes serve as outputs for node textures.
|
||||
These nodes serve as outputs for node-based textures.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
@ -8,10 +8,7 @@ Output Node
|
||||
:align: right
|
||||
:alt: Output node.
|
||||
|
||||
This node contains the result of the node texture.
|
||||
|
||||
Multiple output nodes can exist in a node texture, however, only one of them is active.
|
||||
The active one is set in the Texture Panel in the *Output* selector.
|
||||
This node receives the result of the node-based texture.
|
||||
|
||||
|
||||
Inputs
|
||||
@ -24,8 +21,9 @@ Color
|
||||
Properties
|
||||
==========
|
||||
|
||||
File Path
|
||||
Output ID.
|
||||
Output Name
|
||||
The name of the output. (Originally, it was possible for textures to
|
||||
have multiple outputs with different names.)
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -8,7 +8,7 @@ Bricks Node
|
||||
:align: right
|
||||
:alt: Bricks node.
|
||||
|
||||
The Bricks node creates a brick like pattern.
|
||||
The Bricks node creates a brick-like pattern.
|
||||
|
||||
|
||||
Inputs
|
||||
|
@ -15,7 +15,7 @@ Inputs
|
||||
======
|
||||
|
||||
Color 1, Color 2
|
||||
Image inputs setting the color of the squares.
|
||||
The colors of the squares.
|
||||
Size
|
||||
The scale of the checker pattern.
|
||||
|
||||
|
@ -11,10 +11,11 @@ Snapping
|
||||
The snapping options can be found on the rightmost side
|
||||
of the node editor's header.
|
||||
|
||||
Snap
|
||||
Toggle snapping on or off.
|
||||
Snap :kbd:`Shift-Tab`
|
||||
Toggle snapping on or off. You can also do this temporarily by holding :kbd:`Ctrl` after starting to drag
|
||||
one or more nodes around.
|
||||
|
||||
Snap Node Element
|
||||
Snap Node Element :kbd:`Shift-Ctrl-Tab`
|
||||
What to snap the selected nodes to:
|
||||
|
||||
:Grid: Snap to the grid in the background.
|
||||
|
@ -58,13 +58,14 @@ Use Nodes
|
||||
Tells the render engine to use the node tree when computing the material color or rendering the final image,
|
||||
or not. If not, the tree is ignored. For materials, this is mostly a legacy option, because in the past
|
||||
materials could not be created with node trees.
|
||||
Use Pinned
|
||||
Pin
|
||||
When enabled, the editor will retain the material or texture, even when the user selects a different object.
|
||||
A node tree can then be edited independent of the object selection in the 3D Viewport.
|
||||
Parent Node Tree
|
||||
Leaves the current :doc:`node group </interface/controls/nodes/groups>` and returns to the parent node group/tree.
|
||||
Snapping
|
||||
Change options for snapping node positions to achieve a cleaner node tree layout.
|
||||
See :doc:`/interface/controls/nodes/arranging`.
|
||||
|
||||
|
||||
.. _bpy.types.SpaceNodeOverlay.show_overlays:
|
||||
|
@ -10,28 +10,28 @@ Combine Color Node
|
||||
:align: right
|
||||
:alt: Combine Color Node.
|
||||
|
||||
The *Combine Color Node* combines an image from its composite color channels.
|
||||
The node can combine multiple :term:`Color Models <Color Model>` depending on the Mode property.
|
||||
Combines four grayscale channels into one color image,
|
||||
based on a particular :term:`Color Model`.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
The outputs of this node depends on the Mode property (see below).
|
||||
The inputs of this node depend on the Mode property (see below).
|
||||
|
||||
Alpha
|
||||
The color channel that is responsible for the image's transparency.
|
||||
The opacity of the output color.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Mode
|
||||
The color model to output.
|
||||
The color model to use.
|
||||
|
||||
:RGB: Combine the three inputs: Red, Green, and Blue color channels into a single color.
|
||||
:HSV: Combine the three inputs: Hue, Saturation, and Value color channels into a single color.
|
||||
:HSL: Combine the three inputs: Hue, Saturation, and Lightness color channels into a single color.
|
||||
:RGB: Red, Green, Blue.
|
||||
:HSV: Hue, Saturation, Value.
|
||||
:HSL: Hue, Saturation, Lightness.
|
||||
|
||||
|
||||
Output
|
||||
|
@ -10,8 +10,8 @@ Separate Color Node
|
||||
:align: right
|
||||
:alt: Separate Color Node.
|
||||
|
||||
The *Separate Color Node* splits an image into its composite color channels.
|
||||
The node can output multiple :term:`Color Models <Color Model>` depending on the Mode property.
|
||||
Splits an image into its channels,
|
||||
based on a particular :term:`Color Model`.
|
||||
|
||||
|
||||
Inputs
|
||||
@ -27,15 +27,15 @@ Properties
|
||||
Mode
|
||||
The color model to output.
|
||||
|
||||
:RGB: Split the input colors into it's three outputs: Red, Green, and Blue color channels.
|
||||
:HSV: Split the input colors into it's three outputs: Hue, Saturation, and Value color channels.
|
||||
:HSL: Split the input colors into it's three outputs: Hue, Saturation, and Lightness color channels.
|
||||
:RGB: Red, Green, Blue.
|
||||
:HSV: Hue, Saturation, Value.
|
||||
:HSL: Hue, Saturation, Lightness.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
The outputs of this node depends on the Mode property (see above).
|
||||
The outputs of this node depend on the Mode property (see above).
|
||||
|
||||
Alpha
|
||||
The color channel that is responsible for the image's transparency.
|
||||
The opacity value.
|
||||
|
Loading…
Reference in New Issue
Block a user
This node was renamed to "Invert Color" in Blender 3.6