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Tint node behavior / formula?

Tint node behavior / formula?

vidar.rinne
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Tint node behavior / formula?

vidar.rinne
Contributor
Contributor

Hello,

 

Does anyone know the inner workings of the Tint node (for standard material channel) in Max 2020? The node has three tint colors (RGB), one for each color component. And then there is the texture.

 

I can not seem to find any tint or other formula that is even close to this behavior. This does not seem like a tint but rather replace. If you put Red into green and Green into red the resulting rendered image simply swaps these colors.

 

Do we need to convert to a color wheel and find mapping points? Adding the colors from R, G and B tint channels will quickly end up in overshoot, and multiply will zero out the color component as soon as there is one that is close to zero (which is incorrect).

 

I've never seen a three color tint before, any help would be appreciated!

(we can not use built in conversions, if any)

 

Best

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denisT.MaxDoctor
Advisor
Advisor
Accepted solution

The MAX's tint formula is:

if our texture color is SRC and R,G,B colors are TRG0, TRG1, TRG2 the formula looks as:

 

COL.R = SRC.R * TRG0.R + SRC.G * TRG1.R + SRC.B * TRG2.R
COL.G = SRC.R * TRG0.G + SRC.G * TRG1.G + SRC.B * TRG2.G
COL.B = SRC.R * TRG0.B + SRC.G * TRG1.B + SRC.B * TRG2.B

 

if with have just clear R,G,B colors it changes to

 

COL.R = SRC.R * R
COL.G = SRC.G * G
COL.B = SRC.B * B

 

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Message 3 of 3

vidar.rinne
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Contributor
Thank you, much appreciated!
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