Here you can input the texture or color value into the Node that you want to edit.
Most light sources do not emit a perfectly white light but a slightly colored light. This results in white surfaces to in turn appear slightly colored. This effect takes place across the entire motif. Depending on the type of light source, its emitted color may appear to the human eye as yellow to orange, white, or blue. Perhaps contrary to common intuition, the yellow-ish colors are considered to be "cool" on this scale, whereas the blue-ish tones are considered "hot”.
When looking outside at night you can easily distinguish lights of different color temperature, as even perfectly white surfaces will appear to be tinted.
Low color temperatures (< about 5500 K) look reddish or yellowish, medium temperatures (about 5500 K - 6700 K) appear whiteish and higher temperatures appear with an increasingly blue tint. Common display devices are tuned to a white point of 6500 K in accordance with the sRGB standard. To ensure the most precise reproduction of surface colors with colored lights, a white balance can be defined for, among other things, the camera. The coloring of a rendered image can also be modified subsequently, e.g., to make gray surfaces actually appear gray.
Here you can define the color that may appear in the texture that is input but should actually appear perfectly white. The tint will be corrected in the Node’s output result.
Colors can be differentiated according to their color temperature. The Temperature defined here will be compensated for in the texture that is input to generate a neutral gray tone. Large values will therefore color the result reddish, and smaller values will result in blueish colors.
If you want to use the Temperature to compensate a tint in the image, you will see that not all colors are covered. Green and violet tints are not included. This is what the Tint slider is for. Small values will produce greenish and larger values violet results.
The Exposure settings can be used to edit the brightness and color contrast of the colors that are input.
Values less than zero will darken the colors that are output, values above zero will produce an overall brightening. An Exposure of 0 can be defined to maintain the original brightness.
This value is used to adjust the brightness of the mid-range brightness values. Settings of less than 1 will result in a darkening of the mid-range brightness in the texture that is input, values greater than 1 will brighten these colors correspondingly. A Gamma value of 1 will maintain the original brightness values.
An image’s contrast is defined by its overall difference in luminance or color. Contrast values lower than 0% will decrease the input’s contrast and at -100% result in a neutral gray. Values in excess of 0% amplify the input’s contrast.
This setting can be used to specifically affect the brightness of dark, bright or mid-range colors.
This setting can be used to further brighten or darken specific regions of an image.
This setting can be used to darken or brighten mid-range brightness.
This value makes it possible to darken or brighten the brightest regions.
Hue / Saturation
These settings let you recolor or adjust the overall saturation.
If you imagine all colors from red to yellow, green, blue to violet applied to the edge of a circle, any colors’s hue can be delineated using an angle value. This principle is, for example, used by the HSV color space. By modifying the Hue, all colors that are input can be moved along the color circle. Saturation, brightness and the individual distances between the hues are maintained.
This setting makes it possible to reduce or strengthen all saturations of the colors that are input as a percent.
Using these settings you can recolor brighter or darker hues.
Use this setting to define a color saturation that should affect bright regions of the colors that are input. The color value that should be used can be defined using the Light Tint color angle.
Here you can define a color that should be used to tint the bright colors that are input. This value can only be edited if the Light Saturation is set higher than 0%.
Values in excess of 0% reduce the evaluated brightness and result in mid-range and brighter colors being affected by the Hue Shadows and Shadows Saturation settings. The effect of Light Hue and Light Saturation on this hue is reduced correspondingly. For values greater than 0%, the effect will be inverted correspondingly. Darker colors will then also be tinted more strongly by Light Hue and Light Saturation whereas the effect of Hue Shadows and Shadows Saturation will abate in the darker color regions correspondingly.
Here you can define a color saturation that affects the darker regions of the color that is input. The color value that should be used in the process can be defined via the Hue Shadows setting.
Here you can define the color that should be used to tint the darker colors that are input. This value can only be edited if the Shadows Saturation value is greater than 0%.
Both color values here can be layered or applied multiplicatively.
Imagine this color value as a color film that is lain over the color that is input. The brightness of the Offset color controls the opacity of the film. A black Offset color, therefore, changes nothing in the result for the Node.
The color value defined here will be multiplied with the color that is input. If Color is set to white, the result will not be affected.
The colors here can be used to recolor or clamp the bright or dark color values.
This option enables the evaluation of Clamp Minimum and Clamp Maximum. Note that clamping will reduce the dynamic range of the input and therefore may be destructive when applied to HDR images.
The brightness of the color defined here defines the darkest permittable color value that can be output by the Node. The colors concerned will be recolored.
The brightness of the color defined here defines the brightest permittable color value that can be output by the Node. The colors concerned will be recolored.