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.
- Min
-
The
minimum values for the color channels.
- Max
-
The
maximum values for the color channels.
- Input
-
The
input color or texture that Maya clamps.
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.