Remap HSV
 
 
 

Lets you adjust the color output of nodes. It converts an RGB input to HSV, remaps using separate HSV gradients, then converts the result to a color output.

With this utility, you can fine-tune or completely change the hue, saturation, and luminance of a color with the provided gradients. For example, you could connect the outColor of a file texture to the color (input) attribute on remapHsv, then connect the remapHsvoutColor to your shader color. By editing the gradients you could then modify the brightness range or hue of the file texture with a great deal of control:

You can also remap the color of a shader by connecting the outColor of the shader into remapHsv.color then connecting remapHsv.outColor the outColor of a surface shader node. The surface shader then becomes a color correctable version of the original shader.

Note

The surface shader performs no calculations directly, it is simply a placeholder for a shading outColor attribute.

For descriptions of the utility’s input and output ranges, see Input and Output ranges.

Render Pass Mode

Use this attribute in conjunction with your multi-render passes workflow.

Passthrough

Shader does not affect render passes.

Apply to Render Passes

Perform the same operation on material render passes as is performed on the master beauty pass.

No Contribution

Shader does not contribute to render passes and blanks out contributions made by upstream shaders.

Write Shader Result to Beauty Passes

The color computed for the master beauty pass is propagated to all other beauty passes.

Find this utility in the Create Bar (see Hide, resize or customize the Create bar).

To use this utility, see Use the Remap Color, Remap Hsv, or Remap Value utilities.