saturation shader

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hi all

i want to build a shader around general color theory that when colors darken they tend to get more saturated and/or change hue. usually based on color temperature, ie an orange ball wont just fade to black but will reach red first.

so far i have a mix node, mixing two colors using a lambert as the bias.

my question is can i somehow pull unshadowed lambert data? i know there are compositing workarounds, or i could use takes but i want to try keep it all in the shader.

and then the next logical question is how would i mix three colors?

thanks
to a man with only a hammer every problem looks like a nail.
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What about using the color correct VOP and using the luminance out of a lambert node as a lookup for the hue / saturation parameters? See the attached example.

As for pulling unshadowed surface data, why not use an illuminance loop and “forget” to call the shadow shaders?

cheers,
Abdelkareem

Attachments:
hue_saturation_shift.hip (256.1 KB)
hueshift.jpg (67.7 KB)

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thanks anamous

your approach is interesting. i ended up just using the mix node after all as it gives you more control. thanks
to a man with only a hammer every problem looks like a nail.
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