Clamp

Isolates colors within a relatively complex texture. This is helpful when you create complex shader networks.

Find this utility in the Create tab (see Create tab).

To use this utility, see Use the Clamp colors utility.

Min

The minimum values for the color channels.

Max

The maximum values for the color channels.

Input

The input color or texture that Maya clamps.

Render Pass Mode

Use this attribute in conjunction with your multi-render passes workflow.

Passthrough

Shader does not affect render passes.

Apply to Render Passes

Perform the same operation on material render passes as is performed on the master beauty pass.

No Contribution

Shader does not contribute to render passes and blanks out contributions made by upstream shaders.

Write Shader Result to Beauty Passes

The color computed for the master beauty pass is propagated to all other beauty passes.