Gamma Correct

 
 
 

Converts an HSV (Hue-Saturation-Value) color into an RGB (Red-Green-Blue) color. This is useful when you want to control a color using HSV values. For example, you can animate a material to run through all the rainbow colors. (This is the same as animating the Hue of an HSV color).

To animate a material, create an HSV to RGB node, connect the Out Rgb attribute to the material’s color, then animate the first channel of InHsv.

Use Gamma Correction to smoothly remap the colors in an image. Extreme values (very light or very dark) do not change much, but you can make mid-range tones brighter or darker.

This utility lets you specify different gamma values for the three channels of the input. The typical formula for calculating gamma is:

new == old ** (1.0/Gamma)

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

To use this utility, see Use the Gamma Correct utility.

Value

The input color or texture to gamma-correct.

Gamma

Controls the amount of gamma correction applied to each channel. A value of 1 means that the color is not adjusted. Increase Gamma to make the mid-range tones brighter. Decrease Gamma to make them darker.

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.