This is a collection of tools made specifically for working with colors in the shader editor. Ideal for "viewport compositing" VFX workflows, i.e. working with footage to be included directly in the final render.
Converts one selected gamut to another. Useful when dealing with textures from a variety of camera sources, if your OCIO config doesn't contain them. Additionally can be used to convert RGB values (such as those on color pickers or lights) from appended or imported data that were selected in projects with different working spaces.
Controls:
- Alpha: Alpha passthrough for transparent images
- Clip Input: Clip negative numbers the input pixels to 0. (warning: destructive)
- Input Chromaticities: X Y coordinates for the input primaries, R G B and W.
- Clip Output: Clip negative numbers the output pixels to 0. (warning: destructive)
- Output Chromaticities: X Y coordinates for the output primaries, R G B and W.
- Chromatic Adaptation: Apply white point adjustment when converting from one white point to another. Not generally applicable unless using ACES or some other gamut with a non-D65 white point. NOTE: There seems to be some accuracy issues here possibly due to 32 bit precision limitations within blender.
Highlights out of gamut pixels with a selectable highlight color.
Controls:
- Highlight color selection.
This is included for the sake of completeness, but not generally recommended in production, as gamut compression is a destructive step that should take place later in the pipeline.
Controls:
- Sharpness: Power or slope of the compression.
- Threshold: The amount of the interior of the gamut to use for compression.
- Preserve Hue: Correct hue shifts introduced by the Abney Effect
A Hue/Saturation/Value effect with improved accuracy.
Controls:
- Hue: Adjust the hue
- Saturation: Adjust the Saturation
- Value: Adjust the value
- Perceptual: This checkbox changes the internal color processing to Oklab for smoother transitions and better perceptual accuracy. Unchecking will use standard HSV space, but with RGB channels attenuated to the Rec709 coefficients to preserve perceived luminance. It is recommended to keep the perceptual checkbox on by default.
A tool to independently scale the R, G, B, C, M, Y, plus black and white axes of the cube in 3D space.
Controls:
- Individual RGB controls for each "primary"; i.e. how much you want to push a primary in a given direction.
For matching black levels on emission image textures. Lifts the black levels with a smooth rolloff so as not to affect the highlights.
Controls:
- Black Point Offset: Subtracts from the effect
- Multiply: Overall intensity of the effect
- Curve: Multiplier for how far the black level adjustment extends into the brightness range. A value of 2 is recommended.
A simple HSV keyer which outputs a black and white matte. Useful for pulling basic keys or selecting colors within a texture for adjustment.
Controls:
- Range: Divisor for the selected key color. A higher number will yield a more narrow selection.
- Clip: Black and white points for adjusting contrast of the matte.
This is a RGB channel based despiller for quickly removing color casts.
Controls:
- Color: The input image goes here
- Despill Color: Select the desired color for despilling.
- A/B Balance: These sliders adjust the weight of the A and B channels. If the despill color is green, these represent R and B. If the despill color is red, they represent G and B, etc. Adjust the ratio to control the balance/bias of the despill. For example, A=1 and B=1 will be an even average of the two, while A=2 and B=1 will weigh the A channel twice as much as the blue.
- Luma Restore: Compensate for luma reduction caused by channel clipping. Fully on by default.
- Luma Tint: Multiply a desired color over the despilled area.
- Luma Boost: Gain control for despill luma.
Flattens out a texture's highlights and increases the shadows to give an albedo-like effect. Note: This is NOT a true albedo map, but simply a form of contrast reduction. For a more comprehensive albedo generation, a dedicated software is recommended.
Controls:
- Gamma: Control the input gamma and "flatness" of the image
- Shadow Color: Color to replace deep shadows or blacks
- Shadow Opacity: Opacity for shadow replacement.
- Highlight Color: Color to replaces specular pings or whites.
- Highlight Opacity: Opacity for highlight replacement.
Minimum Blender version: 4.1.1
Although we are not specifically looking for contributions right now, if you would like to contribute please keep in mind the following things:
- By submitting any work for inclusion in this addon, you agree to license it under the same terms as above, and you assert that you have the rights to do so.
- Larger changes to the addon are likely to be rejected unless by pure coincidence they happen to align with our goals for the project. So if you are considering a larger change, please either file an issue or otherwise contact us to discuss your idea before starting work on it, so that you don't inadvertantly waste your time.