Category: mental ray > Texture
Shader Family: Texture
Output: Color
This shader accepts a base color and up to 8 inputs (the exact number is determined by the parameter), each of which consists of an input color, a weight scalar, and a mode. The inputs are evaluated in sequence,
each operating on the result of the previous one (the first begins with the base color, which defaults to transparent black).
The following modes are supported:
Mode
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Operation
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Calculation
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0
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Blend
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R = A . (1 - Ba) . w + B . w
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1
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Mix
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R = A . (1 - w) + B . w
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2
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Add
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R = A + B . w
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3
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Bounded Add
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R = bound (A + B . w, 0, 1)
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4
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Multiply
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R = A . B . w
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5
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Bounded Multiply
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R = bound (A . B . w, 0, 1)
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6
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Replace Alpha
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Rrgb = Argb; Ra = Ba
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Where:
is the next result
is the previous result
is the current color
is the current weight
Subscripts r, g, b, and a are the red, green, blue, and alpha components.
Note that mode 6 does not ensure that the resulting alpha value is valid; that is, not less than red, green, or blue. mental
ray corrects the alpha when storing the color in the frame buffer unless premultiplication is turned off.
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The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
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The number of valid inputs. The minimum is 1 and the maximum is 8.
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The compositing modes as described in the table above.
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The compositing weights as described in the table above.
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The composited colors as described in the table above.
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The base color.
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