Mix 8 Colors

| Render Tree Usage

Shader Type: Mixer (Tool)

Output: Color (RGB) value

Accepts up to eight inputs and mixes them. It considers each input’s weight and color, as well as the object’s base color.

Name

The shader’s name. Enter any name you like, or leave the default.

Output: Color value

Base Layer

Base Color

Defines the base (ambient) color to use while mixing.

Layer 1, 2, 3, 4, 5, 6, 7

In Use

Computes this color, weight, and mixing mode.

Color

Defines the compositing color. When using a texture, this parameter is used to define the image.

Weight

Defines the mix layer’s intensity in relation to the base color.

Mode

Defines the mixing mode, where:

Mix (default): Calculates a simple average of each layers’ pixel values.

RGB Intensity: Calculates a proportional average of each layers’ pixel values. The average depends on the brightness of each layer.

Hide/Reveal: All the layers’ pixel values are multiplied. With a 1.0 (white) weighting, the pure white pixels of the second layer “reveal” the color values of the first layer. With a 0.0 (black) weighting, the image is black.

Hide/Reveal (Bound): Performs a similar calculation to the Hide/Reveal mode, but all values are clipped at 1 (100%).

Add: Simply adds the first and second layers’ pixel values.

Add Compensate (Blend): The brighter sections of the second layer gradually (and proportionally) screen out the darker sections of the first layer.

Add Bound: Performs a similar calculation to the Add mode, but all values are clipped at 1 (100%).

Lighter: Sets the brightest color (between first and second layer) as the result color. Pixels lighter than the blend color are not replaced.

Darker: Sets the darkest color (between first and second layer) as the result color. Pixels darker than the blend color are not replaced.

Soft Light: Mixes the first and second layers, then reveals the resulting color with the brightest pixels of the second layer.

Hard Light: The brighter pixels of a layer make the bright pixels of the second layer even brighter. And the darker pixels of a layer make the dark parts of the other layer even darker. Visually, each layer is pushing the other’s extreme pixel values; i.e., the darker parts become darker and lighter parts become very bright.

Difference: Takes the brightest color (between the defined color and the base color) and subtracts it from each of the color channel’s values.

Hue Offset: The darkest pixels of the second layer dim the gamma and boost the contrast of the first layer. Meanwhile, the brighter pixels of the second layer boost the gamma and dims the contrast of the first layer. Visually, it’s as though you’re controlling both the gamma and contrast values simultaneously on different parts of the image.

Screen: Each channel’s color values are multiplied with the inverse of the defined color and base colors. The Screen function results in a lighter color as though the original color has been faded.

Multiply Weight by Alpha

Multiplies the defined Weight by the color’s Alpha channel.

Render Tree Usage

This shader can be used almost anywhere in a render tree to mix the output of up to eight shaders to create a single value. It is most often used to blend either surface shaders, such as a Phong and a Lambert, or textures image clips. You can also use a texture image clip to drive the Weight parameter in order to mix the surfaces or textures in a predictable or specific pattern. There is nothing preventing you from mixing image clips with colors, colors with surface shaders, or all three.



Autodesk Softimage v.7.5