From BlenderWiki

Jump to: navigation, search
Blender3D FreeTip.gif
IMPORTANT! Do not update this page!
We have moved the Blender User Manual to a new location. Please do not update this page, as it will be locked soon.


Material Color Nodes

MixRGB

MixRGB node

This node mixes a base color or image (threaded to the top socket) together with a second color or image (bottom socket) by working on the individual and corresponding pixels in the two images or surfaces. The way the output image is produced is selected in the drop-down menu. The size (output resolution) of the image produced by the mix node is the size of the base image. The alpha and Z channels (for compositing nodes) are mixed as well.

Not one, not two, but count 'em, sixteen mixing choices include:

Mix The background pixel is covered by the foreground using alpha values.
Add The pixels are added together. Fac controls how much of the second socket to add in. Gives a bright result. The "opposite" to Subtract mode.
Subtract The foreground pixel (bottom socket) is subtracted from the background one. Gives a dark result. The "opposite" to Add mode.
Multiply Returns a darker result than either pixel in most cases (except one of them equals white=1.0). Completely white layers do not change the background at all. Completely black layers give a black result. The "opposite" to Screen mode.
Screen Both pixel values are inverted, multiplied by each other, the result is inverted again. This returns a brighter result than both input pixels in most cases (except one of them equals 0.0). Completely black layers do not change the background at all (and vice versa) - completely white layers give a white result. The "opposite" of Multiply mode.
Overlay A combination of Screen and Multiply mode, depending on the base color.
Divide The background pixel (top socket) is divided by the second one: if this one is white (= 1.0), the first one isn't changed; the darker the second one, the brighter is the result (division by 0.5 - median gray - is same as multiplication by 2.0); if the second is black (= 0.0, zero-division is impossible!), Blender doesn't modify the background pixel.
Difference Both pixels are subtracted from one another, the absolute value is taken. So the result shows the distance between both parameters, black stands for equal colors, white for opposite colors (one is black, the other white). The result looks a bit strange in many cases. This mode can be used to invert parts of the base image, and to compare two images (results in black if they are equal).
Darken Both pixels are compared to each other, the smaller one is taken. Completely white layers do not change the background at all, and completely black layers give a black result.
Lighten Both parameters are compared to each other, the larger one is taken. Completely black layers do not change the image at all and white layers give a white result.
Dodge Some kind of inverted Multiply mode (the multiplication is replaced by a division of the "inverse"). Results in lighter areas of the image.
Burn Some kind of inverted Screen mode (the multiplication is replaced by a division of the "inverse"). Results in darker images, since the image is burned onto the paper, er..image (showing my age).
Color Adds a color to a pixel, tinting the overall whole with the color. Use this to increase the tint of an image.
Value The RGB values of both pixels are converted to HSV values. The values of both pixels are blended, and the hue and saturation of the base image is combined with the blended value and converted back to RGB.
Saturation The RGB values of both pixels are converted to HSV values. The saturation of both pixels are blended, and the hue and value of the base image is combined with the blended saturation and converted back to RGB.
Hue The RGB values of both pixels are converted to HSV values. The hue of both pixels are blended, and the value and saturation of the base image is combined with the blended hue and converted back to RGB.
Soft Light Lightens or darkens base color depending on the blend color brightness. The effect is softer than that of Linear Light or Overlay modes, with pure white and pure black blend colors not yielding pure white/black results.
Linear Light Brightens base color depending on blend color. If blend color is more than 50% bright, base color is brightened by the blend color values, otherwise it is darkened by the blend color values.

Inputs

Fac
The amount of mixing of the bottom socket is selected by the Factor input field (Fac:). A factor of zero does not use the bottom socket, whereas a value of 1.0 makes full use. In Mix mode, 50:50 (0.50) is an even mix between the two, but in Add mode, 0.50 means that only half of the second socket's influence will be applied.
Color 1
Input color value. The value can be provided by another node or set manually. Includes a color swatch, allowing you to select the color directly on the node.
Color 2
Input color value. The value can be provided by another node or set manually. Includes a color swatch, allowing you to select the color directly on the node.

Outputs

Color
Value of the color, combined by the node.

Controls

Clamp
Clamp result of the node to 0...1 range.


RGB Curves

RGB Curves node

For each color component channel (RGB) or the composite (C), this node allows you to define a bezier curve that varies the input (across the bottom, or x-axis) to produce an output value (the y-axis). By default, it is a straight line with a constant slope, so that .5 along the x-axis results in a .5 y-axis output. Click and drag along the curve to create a control point and to change the curve's shape. Use the X to delete the selected (white) point.

Clicking on each C R G B component displays the curve for that channel. For example, making the composite curve flatter (by clicking and dragging the left-hand point of the curve up) means that a little amount of color will result in a lot more color (a higher Y value). Effectively, this bolsters the faint details while reducing overall contrast. You can also set a curve just for the red, and for example, set the curve so that a little red does not show at all, but a lot of red does.

Inputs

Fac
Factor. The degree of node's influence in node tree. The value can be provided by another node or set manually. Value range - from «-1» (inverted effect) to «1».
Color
Input color value. The value can be provided by another node or set manually. Includes a color swatch, allowing you to select the color directly on the node.

Outputs

Color
Value of the color, combined by the node.


Controls

Curve channel selector
Channel selector
Allows to select appropriate curve channel.
C
Composite curve.
R
Red channel curve.
G
Green channel curve.
B
Blue channel curve.


Node curve controls
26-Material-Color-Node-Curves-Zoomin-Buticon.png
Zoom in curve.
26-Material-Color-Node-Curves-Zoomout-Buticon.png
Zoom out curve.


Advanced tools for curve
Reset View
Resets view of the cuve.
Vector Handle
Vector type of curve point's handle.
Auto Handle
Automatic type of curve point's handle.
Extend Horizontal
Extends the curve horizontal.
Extend Extrapolated
Extends the curve extrapolated.
Reset Curve
Resets the curve in default (removes all added curve's points).


26-Material-Color-Node-Curves-Clipping-Buticon.png
Clipping options display of the curve.
26-Material-Color-Node-Curves-Delpoints-Buticon.png
Deletes points of the curve.


Here are some common curves you can use to achieve desired effects:

A) Lighten B) Negative C) Decrease Contrast D) Posterize


Invert

Invert node

This node simply inverts the input values and colors.

Inputs

Fac
Factor. The degree of node's influence in node tree. The value can be provided by another node or set manually.
Color
Input color value. The value can be provided by another node or set manually. Includes a color swatch, allowing you to select the color directly on the node.

Outputs

Color
Value of the color, combined by the node.


Hue Saturation Value

Hue Saturation Value node

Use this node to adjust the Hue, Saturation, and Value of an input.

Inputs

Fac
Factor. The degree of node's influence in node tree. The value can be provided by another node or set manually.
Hue
Input hue value of color. The value can be provided by another node or set manually.
Saturation
Input saturation value of color . The value can be provided by another node or set manually.
Value
Input HSV-Value of color. The value can be provided by another node or set manually.
Fac
Factor. The degree of node's influence in node tree. The value can be provided by another node or set manually.
Color
Input color value. The value can be provided by another node or set manually. Includes a color swatch, allowing you to select the color directly on the node.

Outputs

Color
Value of the color, combined by the node.




Blender3D FreeTip.gif
This is the old manual!
For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development