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 option is on, then the sample colors with a luminance below the value are replaced by the , and sample colors with a luminance above the value are replaced by the . Color values with luminance between those bounds are linearly scaled to luminance value between 0 and 1.
|
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
|
|
The lower bound. Color components below this value are set to 0 if is off. When is on, color samples with luminance below this value are assigned the . The default value is 0.
|
|
The upper bound. Color components greater than this value are set to 1 if is off. When is on, color samples with values greater than this value are assigned the . The default value is 1.
|
|
If this option is on, the shader operates in luminance mode. If it is off, the shader operates in color component mode.
|
|
When is on, all color samples with a luminance below the value are assigned this color. The default value is black. This parameter is ignored when is off.
|
|
When is on, all color samples with a luminance greater than the value are assigned this color. The default value is black. This paramter is ignored when is off.
|