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There are some kinds of effects that are easier to calculate using HSV values than RGB values. With this node, you can convert the output of any shading network into HSV values.
Example: Say you want to 'rotate' the Hue values of an image, like when you adjust the Hue control on a color television. This shifts the colors in the image around; red becomes yellow, green becomes cyan, etc. You could do that like this:
File Texture RGBtoHSV PlusMinusAverage HSVtoRGB Blinn ------------ -------- ---------------- -------- ----- Out Color------>In Rgb Out Hsv---->Input3D[0] Input3D[1]=(60,0,0) Operation = "Sum" Output3D------------->In Hsv Out Rgb--->ColorIn the table below, important attributes have their names listed in bold in the description column.
This node is MP safe
Node name | Parents | Classification | MFn type | Compatible function sets |
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rgbToHsv | node | utility/color:drawdb/shader/operation/rgbToHsv | kRgbToHsv | kBase kNamedObject kDependencyNode kRgbToHsv |
blendColors, clamp, lightInfo, gammaCorrect, surfaceLuminance, contrast, luminance, hsvToRgb, samplerInfo, setRange, resolution, renderQuality, renderGlobals, renderGlobalsList, baseShadingSwitch, singleShadingSwitch, doubleShadingSwitch, tripleShadingSwitch
inRgb, inRgbB, inRgbG, inRgbR, outHsv, outHsvH, outHsvS, outHsvV, renderPassMode
Long name (short name) | Type | Default | Flags | ||||||||||||||
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inRgb
(i )
| float3 | 0.0, 0.0, 0.0 | ![]() ![]() ![]() ![]() | ||||||||||||||
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outHsv
(o )
| float3 | 0.0, 0.0, 0.0 | ![]() ![]() | ||||||||||||||
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renderPassMode
(arp )
| enum | 1 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||