marque_pierre Posted September 8, 2017 Share Posted September 8, 2017 (edited) Again I am comparing to Maya's Hypershade, where you have all these nodes for adjusting a texture's HSV (Hue Saturation and Value), levels, gamma, curves, brightness and contrast etc. Does Houdini have any equivalents in the /mat context? I see all the nodes in /img, but does that mean I will have to leave /mat and adjust my textures in /img or is there a way to keep things inside the /mat context? ----- Or is the correct/intended workflow that you work with your textures over in /img and then bring them into your shader via op:img/img1/null1"? Edited September 8, 2017 by marque_pierre Quote Link to comment Share on other sites More sharing options...
marque_pierre Posted September 8, 2017 Author Share Posted September 8, 2017 Answering my own question: It seems the color correction node is a good place to start... Quote Link to comment Share on other sites More sharing options...
davpe Posted September 15, 2017 Share Posted September 15, 2017 i'm pretty sure mantra can do very similar color operations to any other renderer. you already discovered color correction. that's it for exposure, gamma, saturation, contrast, hue. for levels, you've got Fit Range VOP and Fit Range Unclamped VOP. Color Mix VOP obvisouly allows you to mix colors by a bias (or alpha). then you've got Hue Shift VOP for, well, shifting hues. Another thing you can do with colors is Blend Regions VOP (it can supposedly blend colors by threshold. I never used it but might be interesting to explore), Ramp VOP (for creating gradients), and then of course you can use any math operations to adjust colors: Add, Mult, Subtract, Divide, Modulo, you name it. I'm sure I forgot mention a few but this is good to get you started. cheers. D. 2 Quote Link to comment Share on other sites More sharing options...
marque_pierre Posted September 15, 2017 Author Share Posted September 15, 2017 Thanks for the overview davpe! Quote Link to comment Share on other sites More sharing options...
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