daniel.phillis Posted January 2, 2008 Share Posted January 2, 2008 hi all ! i thought i would do a little practice in VOPS and start simple by making a simple desaturating HDA ( Houdini v8.2) i thought convert : RGB to HSV, multiply Sat with say .5, then convert back to RGB...alas.... it seems to fade to white losing the contrast in grey values. am i missing some maths here ? i tried re-wiring to confirm that the vector to 3 floats node was indeed creating 3 floats each representing H,S and V and this seems right. my current work-around is to simply mix in a totally desaturated version with the original version. any ideas ? dan Quote Link to comment Share on other sites More sharing options...
stu Posted January 2, 2008 Share Posted January 2, 2008 Hmmm, works for me - try it out: desaturate_test.hipnc Quote Link to comment Share on other sites More sharing options...
daniel.phillis Posted January 2, 2008 Author Share Posted January 2, 2008 (edited) ok i found a discrepancy ! i used a 'scales' VOP and a 'color mix' VOP as my test in a Vex Surface shader when i switched over to the mandril texture instead as an input - it worked ! i dont get it - whats the difference ? is the 'color mix' not giving me RGB values ? Edited January 2, 2008 by daniel.phillis Quote Link to comment Share on other sites More sharing options...
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