Inputs

Color[XYZ ]

Here you can input the color structure to be modified into the node. This will be cached in a freely definable resolution for quicker editing.

Resolution[1.00..8192.00]

A larger resolution requires correspondingly longer render times but also contains more details. If you prefer blurred colors then a lower resolution will help because details will automatically be reduced when the colors are saved. However, a pre-calculation and the caching of the color structure excludes combining color structures that are calculated using 3D samplling such as the Fresnel effect or Ambien Occlusion. Only 2D structures can be used.

Preset

This setting offers common methods for calculating textures. The selection of one of these options automatically defines the underlying matrix parameters 1-9 accordingly. These values can be modified manually for custom settings. The following Preset options are available:

  • Custom: Individual values can be entered into the matrix or the values will be assigned automatically when one of the matrices of a Preset is modified.
  • Itentity: Passes the baked colors of the input unmodified to the node's Result output.
  • Edge Detection: Reacts only to major changes in contrast in the input colors. Soft color gradients or homogeneous color surface will not be taken into consideration.
  • Emboss: Simulates light falling onto the input color structure. By default, the colors that lie at and angle the top left above the current sample will be mixed stronger into the resulting sample color. The inclusion of the colors that lie to the right beneath the current samples will be correspondingly less in the resulting sample color. The result is a lighter, diagonal lighting and shading effect.
  • Box Blur: Includes the colors of all neighboring texels equally in the resulting sample color. This is a very simple blur method. For more control and to use larger radii you can use the Blur node.
  • Sharpen: Reduces the influence of neighboring texels on the calculation of the current sample and produces a sharper destinction between neighboring texels.

Normalize Kernel

This matrix controls the intensity with which the colors of the surrounding texels will be included in the current sample color. The values are feely definable - large or small - and can, for example, be used to create a much more pronounced Box Blur or Edge Detection effect. If you want the original color and brightness values to be included, the matrix can be normalized (enable Normalize Kernal). This will adjust the values of the matrix so they again equal 1 as a whole.

1[-∞..+∞]

2[-∞..+∞]

3[-∞..+∞]

4[-∞..+∞]

5[-∞..+∞]

6[-∞..+∞]

7[-∞..+∞]

8[-∞..+∞]

9[-∞..+∞]

The matrix consists of 9 numeric values that define the degree to which the neighboring texel affects the current sample color. The current sample is always located at the center, at position 5 in the matrix. If all values are set to 1, all neighboring texels will be included equally when a sample is calculated. The result is a slight blur of the input color structure (see Box Blur above). Negative values in the matrix will reduce the degree to which the respective texel will affect the resulting sample color. This can, for example, be seen when using the Emboss option in which the texels at the top left have a greater effect and those at the bottom right of the sample have a correspondingly reduced effect. The values of the matrix should be balanced in order to maintain the overall brightness of the sample. Large positive values should be balanced with equally negative values elsewhere in the matrix. Enabling the Normalize Kernel option will do this automatically.