Isolates colors within a relatively complex texture.This is helpful when you create complex shader networks.
Find this utility in the Create Bar (see Hide, resize or customize the Create bar).
To use this utility, see Use the Clamp colors utility.
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The minimum values for the color channels.
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The maximum values for the color channels.
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The input color or texture that Maya clamps.
Use this attribute in conjunction with your multi-render passes workflow.
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Shader does not affect render passes.
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Perform the same operation on material render passes as is performed on the master beauty pass.
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Shader does not contribute to render passes and blanks out contributions made by upstream shaders.
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The color computed for the master beauty pass is propagated to all other beauty passes.
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