Is there a setting in a Maya shader that does the same thing as curves in Photoshop. I'd like to set up a lightmap shader for a render that would display the same as the game. We are using overbright lightmaps 0-2 range so I'm wondering what setting I should use in my Maya shader to make the light appear over bright? I would imagine I could make a layer shader and use multiply for the lightmap, but then I need a way to overbright it, and would I do this at the shader level or just the lightmap level?
you probably want to just multiply the lightmap by 2 with a simple multiply/divide node. that said there is a remap colors node that does pretty much exactly what curves in ps do.
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