The Color Set Editor lets you manage the color sets for any texture and prelighting work you have done.
The Color Set Editor lists only the color sets for the currently selected mesh. If more than one mesh is selected, all sets on the meshes that have the same names can then be edited using the Color Set Editor. For example, all the meshes in your scene may have color sets for day and night.
Assigns a polyColorMod node downstream from the selected color set so you can apply global color modifications to the color set for either HSV color space or RGBA color channel basis. You can also animate the parameters in the polyColorMod node.
The modifications you make to the HSV and RGBA modifiers in the polyColorMod node are cumulative.
Merges the top-most selected color set with the bottom-most selected color set using the Over blend style. Merge creates a new color set, assigns it a blendColorSets node, and deletes the two original color sets. The new merged color set is given the name of the color set that was the top-most selection. You can only merge two color sets at a time.
Blends one color set with another and creates a new set for the resulting blend. By default, the blended color set is named blendedColorSet in the Color Set Editor window. You can only blend two color sets at a time.
The source color is applied to the base color like a decal. The shape of the decal is determined by the source color’s alpha according to the following formulae:
Blended color set = source color x source alpha + (base color x (1 - source alpha))
Blended color set alpha = 1 - ((1 - base color alpha) x (1 - source color alpha))
The source color is added to the base color as if being projected onto the base through a slide projector. The resulting color is then applied over the base color using the source alpha to define the opacity of the blended color set according to the following formulae:
Blended color set = base color + (source color x source alpha)
The source and base colors are added together, but the amount of each color in the resulting blended color set is controlled by the Blend Weight A value.
For example, if the Blend Weight A is 0.25, then 75% of the base color and 25% of the source color are added together to create the blended color set according to the following formulae:
Blended color set = (1- primary blend weight) x base color + primary blend weight x source color
Blended color set alpha = (1- primary blend weight) x base color alpha + primary blend weight x source color alpha
The source and base colors are added together or subtracted from each other, but the amount of each color in the resulting blended color set is controlled by the Blend Weight A and Blend Weight B.
For example, if the Blend Weight A is 0.80 and the Blend Weight B is 0.80, then 80% of the base color and 80% of the source color are added together to create the blended color set. You could also have a Blend Weight A of 1.0 and a Blend Weight B of -1.0 so that 100% of the source color is subtracted from 100% of the base color to create the blended color set according to the following formulae:
Blended color set = primary blend weight x base color + secondary blend weight x source color
Blended color set alpha = primary blend weight x base color alpha + secondary blend weight x source color alpha
The source and base colors are added together, but the amount of each color channel in the resulting blended color set is controlled by the Red, Green, Blue and Alpha Weights according to the following formulae:
Blended color set = Red + Blue + Green
Red = weight1 x source red + (1 - weight1) x base red
Green = weight2 x source green + (1-weight2) x base green
Blue = weight3 x source blue + (1-weight3) x base blue
Blended color set alpha = weight x source alpha + (1-weight) x base alpha
See Color > Prelight (Maya) and Color > Batch Bake (mental ray). The Prelight > Prelight (mental ray) menu item is only accessible when the mental ray Mayatomr.mll plug-in is loaded (Window > Settings/Preferences > Plug-in Manager).