Color Share

| Render Tree Usage

Category: Share

Shader Type: Texture

Output: Color (RGB) value

Synchronizes or shares a single color with other nodes.

Name

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

Input

Defines the color, texture, or shader to be shared with other nodes.

It is important to note that by default, mental ray clips color samples after each ray, before filtering them into the final pixel value. The Clip alpha below RGB mode first clips RGB values to the 0 to 1 range, and then clips alpha values to the MaxRGB to 1 range. If you need to preserve RGB color and intensity as well as accurate transparencies, you can set the Color Channel Clipping option to No Clip in the Framebuffer > Color Control settings of the mental ray Render Options Property Editor [Properties Reference].

Render Tree Usage

This shader lets you connect a color value to the input parameter and share/connect its output to several other shaders’ inputs.

 

The Share shaders provide a port group of 8 input channels. These are “dummy” inputs that get called and evaluated, but do not effect the final rendered output in the render tree. The primary purpose of these channel ports is to connect multiple Store In Channel shaders, all of which can share (or rather store) the data coming into the Share node’s main input port.



Autodesk Softimage v.7.5