16 "Hue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same result");
22 "Value of 0 removes color from the image, making it black-and-white. "
23 "A value greater than 1.0 increases saturation");
30 "Value shift. 0 makes the color black, 1 keeps it the same, and higher values make it "
37 .description(
"Amount of influence the node exerts on the image");
39 .default_value({0.8f, 0.8f, 0.8f, 1.0f})
40 .description(
"Color input on which HSV color transformation will be applied");
56 NodeItem
hue = get_input_value(
"Hue", NodeItem::Type::Float);
57 NodeItem
saturation = get_input_value(
"Saturation", NodeItem::Type::Float);
58 NodeItem value = get_input_value(
"Value", NodeItem::Type::Float);
59 NodeItem fac = get_input_value(
"Fac", NodeItem::Type::Float);
60 NodeItem
color = get_input_value(
"Color", NodeItem::Type::Color3);
65 NodeItem combine = create_node(
66 "combine3", NodeItem::Type::Vector3, {{
"in1",
hue}, {
"in2",
saturation}, {
"in3", value}});
68 NodeItem hsv = create_node(
69 "hsvadjust", NodeItem::Type::Color3, {{
"in",
color}, {
"amount", combine}});
71 return fac.mix(color, hsv);
85 ntype.
declare = file_ns::node_declare;
87 ntype.
gpu_fn = file_ns::gpu_shader_hue_sat;
#define NODE_CLASS_OP_COLOR
#define BLT_I18NCONTEXT_COLOR
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its saturation
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its hue
std::string translation_context
local_group_size(16, 16) .push_constant(Type b
void node_type_size_preset(bNodeType *ntype, eNodeSizePreset size)
void node_register_type(bNodeType *ntype)
static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_declare(NodeDeclarationBuilder &b)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_hue_sat()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeMaterialXFunction materialx_fn
NodeGPUExecFunction gpu_fn
NodeDeclareFunction declare