From the course: Maya: Shader Networks
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Building a network to remap saturation and luminance
From the course: Maya: Shader Networks
Building a network to remap saturation and luminance
- [Instructor] In the last movie, we created a shader network, which is a setup allowing us to control the hue, saturation and value independently of one another through a color correct node. This color correct is the heart of this network. and I've chosen it because it has inputs for hue shift, saturation and value. And we've got the RGB to HSV utility node. Here, it's taking the red green, blue values from a texture, converting those to hue, saturation, and value, And then using those to modulate or multiply with some incoming color value using the color correct node. And that color value is a color constant node which is a solid, perfect red. If we click on that color swatch, we see that it has maximum values for a hue of 360, saturation of one and value of one. And again, we want those HSV values to be at their maximum because we're going to be multiplying them by some incoming value supplied by our RGB to HSV.…
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Contents
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Color adjustment with Color Correct4m 40s
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Adjusting a floating-point attribute with remap value5m 23s
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Mapping luminance to a color palette with ramp6m 40s
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RGB curves with remap color2m 29s
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Extracting hue, saturation, and value with RGBToHSV4m 31s
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Building a network to remap saturation and luminance4m 34s
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Compositing maps with layered texture5m 57s
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Compositing materials with layered shader5m 36s
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