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 Clamp

Color Utilities

Gamma Correct
 
                
               
             
             
            
            Contrast
          
       
       
       
       
      Use to increase or decrease the contrast
         in a texture. You can control the contrast of each of the R, G,
         and B channels individually. 
      
      When you increase Contrast,
         light colors become lighter and dark colors darker. When you decrease
         contrast, you bring all the colors closer to the middle range. The 
                  Bias attribute
         controls the center of this range.
      
      Find this utility in
         the Create Bar (see 
                  Hide, resize or customize the Create bar).
      
      To use this utility,
         see 
                  Use the Contrast utility.
      
      - Value
- 
            The
                  input color or texture to adjust.
                
- Contrast
- 
            Controls the amount of
                  contrast adjustment. You can adjust the contrast of the R, G, and
                  B components individually. Increase Contrast to make
                  light colors lighter, and dark colors darker. Decrease Contrast to
                  make everything gray.
                
- Bias
- 
            Controls the middle point of the contrast adjustment.
                  Increase Bias to move the middle point
                  upwards (more of the texture becomes dark as contrast increases).
                  Decrease Bias to move the middle point
                  down (more of the texture becomes light as contrast increases).
                
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.