However, due to the very complex way in which the eye perceives colours, In this model, each colour is given a value for each red, green and blues components ranging from 0 to 255, giving a total value of 16.7 million possible colours. We can begin to build up a picture of how frequency is related to colour.Ī frequent way of referring to colour on computer screens is by using the RGB system. The lasers in your Blu-ray player emit at 405nm, which as the name suggests, is blue. Helium-neon lasers emit at 632.8nm, which is a bright red. However, a laser for example, emits only at a single very specific frequency. Sunlight appears white to us because it emits almost uniformly over all visible frequencies. Higher frequency radiation, such as x-rays are absorbed by the atmosphere, as are lower frequencies, such as microwaves. The particular range of wavelengths coincides with a window in the Earth's atmosphere, through which this light can travel. A Gradient Texture is the same, you only get greyscale colors from both outputs, but still a Color output is a vector.Over the course of millions of years, the human eye has evolved to detect light in the range 380-780nm,Ī portion of the electromagnetic spectrum known as visible light, which we perceive as colour. Just keep in mind, a Color output gives a vector result and a Fac output gives a float value. This has something to do with chromatics, how color intensity and saturation are perceived and how they are displayed with Gamma correction and other things which are now too much explain and I'm not really an expert for this. A default color ramp with black and white on left and right end converts colors into grey values, but the output of the Fac value and Color converted to greyscale do not give the same result. However in some cases like the Noise Texture it is not the same. Plug a color into a single float socket: Blender calculates a grey value from these three channels and sets it as value for the input. Plug a greyscale value into a vector socket: automatically the value will be set on all three channels RGB or XYZ. Now in almost all cases Blender is doing this automatically. Or if a node only accepts vectors and you have a Fac output, you would need a Combine RGB/XYZ node and plug the greyscale value into all sockets to create a vector. One thing might be that if some nodes only accept single values as input you would have to take the Color and a Separate RGB/XYZ node to pick one of those values. I guess it is mostly to keep the texture nodes consistent to have both, a Color and a Fac output. X, it takes the X values and outputs them on R, G and B channel which only results in greyscale values as well. In case of the Wave Texture node this does not seem obvious, because when you choose an axis e.g. Which means Color gives you RGB values (which can be taken or interpreted as XYZ values where needed), whereas Fac gives a greyscale value between 0 and 1. It's the same as on other texture nodes, a Color output gives a 3-dimensional vector as output value, while the Fac gives a 1-dimensional floating point value as output.
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