mib_lens_clamp

 
 
 

Category: mental ray > Lens

Shader Family: Lens

Output: Color

Lens shaders are not only used to change the direction of eye rays: they can also be used to manipulate colors and even the apparent shape of the rendered images (see mib_lens_stencil) .

This lens shader maps color components that are lying between a floor and a ceiling value to the unit interval. Values below and above those limits are clamped to 0 and 1, respectively.

If the luminance option is on, then the sample colors with a luminance below the floor value are replaced by the floor color, and sample colors with a luminance above the ceiling value are replaced by the ceiling color. Color values with luminance between those bounds are linearly scaled to luminance value between 0 and 1.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

floor

The lower bound. Color components below this value are set to 0 if luminance is off. When luminance is on, color samples with luminance below this value are assigned the floor color. The default value is 0.

ceiling

The upper bound. Color components greater than this value are set to 1 if luminance is off. When luminance is on, color samples with values greater than this value are assigned the ceiling color. The default value is 1.

luminance

If this option is on, the shader operates in luminance mode. If it is off, the shader operates in color component mode.

floor_color

When luminance is on, all color samples with a luminance below the floor value are assigned this color. The default value is black. This parameter is ignored when luminance is off.

ceil_color

When luminance is on, all color samples with a luminance greater than the ceiling value are assigned this color. The default value is black. This paramter is ignored when luminance is off.