Planetside Software Forums

General => File Sharing => Topic started by: mogn on February 25, 2014, 07:46:48 AM

Title: HSV colour
Post by: mogn on February 25, 2014, 07:46:48 AM
Thanks for the new version.
And thanks for the new colour node.
Title: Re: HSV colour
Post by: mhaze on February 25, 2014, 09:49:33 AM
Thanks for that - looks useful
Title: Re: HSV colour
Post by: gregtee on February 25, 2014, 01:46:38 PM
Alright I have a question:

How would use those colors as masks for shaders or geo placements?  I still haven't figured out how to restrict a shader to a specific color. 

Thanks

Greg
Title: Re: HSV colour
Post by: mogn on February 26, 2014, 02:21:17 AM
Quote from: gregtee on February 25, 2014, 01:46:38 PM
Alright I have a question:

How would use those colors as masks for shaders or geo placements?  I still haven't figured out how to restrict a shader to a specific color. 

Thanks

Greg

The hue (0..1) is seperated in 6 ranges. Each range contains a primary colour and a secondary colour.
The primary colour is constant, the secondar colour is either increasing or decreasing.
E.g the range from hue=0 to hue = 1/6, the Red is constant and green is incresing giving a band of colours from red to yellow.

To extract a range use  multiply two hard step nodes with the two constants and the hue as inputs.
Title: Re: HSV colour
Post by: bobbystahr on March 24, 2014, 01:43:54 PM
good one mogn...bac to TG school for me today it seems.
Title: Re: HSV colour
Post by: Dune on March 25, 2014, 03:53:42 AM
You can do a similar thing with an x to scalar, a rotate, add, and (quite) extreme warp.