From the course: Maya: Shader Networks
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Mapping luminance to a color palette with ramp
From the course: Maya: Shader Networks
Mapping luminance to a color palette with ramp
- [Instructor] In the last movie, I described a process whereby we can take a floating point attribute and remap it to a different floating point attribute using remap value. And I also pointed out that remap value has a color ramp built into it. And you could use that to take the brightness or luminance of some texture and map that onto a specific color palette. I didn't actually demonstrate that technique with the remap value node, because I'm going to show you how to do it with a standard ramp texture. Right now, I've got a dancer porcelain standard surface material, and it's got a base color and I'm feeding the ambient occlusion into the base weight. And so I've got some shadowed areas here. Let's make that a bit more dramatic. I'll select the dancer porcelain standard surface. And in its attributes, we can see we've got a color here and we've got the base weight being provided from this ambient occlusion texture.…
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Contents
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Color adjustment with Color Correct4m 40s
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(Locked)
Adjusting a floating-point attribute with remap value5m 23s
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(Locked)
Mapping luminance to a color palette with ramp6m 40s
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(Locked)
RGB curves with remap color2m 29s
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(Locked)
Extracting hue, saturation, and value with RGBToHSV4m 31s
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(Locked)
Building a network to remap saturation and luminance4m 34s
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(Locked)
Compositing maps with layered texture5m 57s
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(Locked)
Compositing materials with layered shader5m 36s
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