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Luminance = 0.3 * red + 0.59 * green + 0.11 * blue
You can use the Luminance node to convert a color image or texture
into a monochrome (black-and-white) image. To do this, connect
the texture's Out Color into the Luminance node's Value attribute,
then connect the Luminance node's Out Value attribute to
all three color channels (R, G, and B) of a shader.
In the table below, imporant attributes have their names
listed in bold in the description column.
Node name | Parents | Classification | MFn type | Compatible function sets |
---|---|---|---|---|
luminance | node | utility/color:drawdb/shader/operation/luminance | kLuminance | kBase kNamedObject kDependencyNode kLuminance |
blendColors, clamp, lightInfo, gammaCorrect, surfaceLuminance, contrast, rgbToHsv, hsvToRgb, samplerInfo, setRange, resolution, renderQuality, renderGlobals, renderGlobalsList, baseShadingSwitch, singleShadingSwitch, doubleShadingSwitch, tripleShadingSwitch
outValue, renderPassMode, value, valueB, valueG, valueR
Long name (short name) | Type | Default | Flags | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
outValue
(o )
| float | 0.0 | |||||||||||||||
renderPassMode
(arp )
| enum | 1 | |||||||||||||||
value
(v )
| float3 | 0.0, 0.0, 0.0 | |||||||||||||||
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