Grayscale
Converts a texture to gray.
Outputs
| Name | Type | Description |
|---|---|---|
| Texture Output | Texture | The gray texture. |
Inputs
| Name | Type | Description |
|---|---|---|
| Texture Input | Texture | The texture to convert. |
Parameters
| Name | Type | Description |
|---|---|---|
| Output Format | Enum | Whether the output takes the size and type of the input or uses the settings below.Choices: Copy Input, Manual |
| Texture Type | Enum | The channels of the output texture. Follows the input unless the output format is Manual.Choices: R (u8), RG (u8), RGBA (u8) |
| Texture Size | Vector 2 Int | The size of the output texture in pixels. Follows the input unless the output format is Manual. |
| Method | Enum | How the gray value is computed from the red, green and blue channels.Choices: Luminance, Average, Brightest, Darkest |
Grayscale takes the color out of a texture and leaves how light or dark each pixel is. The method decides what counts as light. Luminance weighs the channels the way the eye does, with green counting most and blue least, and gives the most natural black and white image. Average treats the three channels alike. Brightest takes the strongest channel of each pixel and Darkest the weakest, which gives a different look on strongly colored images. The alpha channel is left alone.
Gray textures are what most other operators want as a mask or a control. A grayscale image feeds the mask of Blend or Blur, drives a Color Ramp or bends a texture in Displace.
Keywords: black and white, desaturate, luminance, monochrome