Add Multiplied Colour

Overview
The Add Multiplied family of nodes will multiply the Main Input with Input 2 and add that result with the Main Input.
Mathematically, this takes place component-wise and looks like this:
-
(Main Input.red * Input 2.red) + Main Input.red
(Main Input.green * Input 2.green) + Main Input.green
(Main Input.blue * Input 2.blue) + Main Input.blue
In the example images below, a proxy box labeled Add Multiplied Colour Output is used for illustration to see the numerical output values.
The Add multiplied colour node first multiplies the component values of the Main Input by the component values of Input 2, then adds the results to the Main Input values. Note that it is possible to generate component values which exceed a value of 1.0.
The node only looks at Colour information, ignoring any displacement data.
If a shader or function nodes are not connected to Input 2, the Main Input passes through to the Output.
If a shader or function nodes are not connected to the Main Input, nothing passes through the node.
All nodes in this family have just one setting, which lets you assign a shader or function nodes to Input 2.
Settings:
- Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Add Multiplied Colour nodes in a project.
- Enable: When checked, the node is active and the Main Input value is first multiplied by Input 2 value, and the result is added to the Main Input value. When unchecked, only the Main Input value is passed through the node.
- Input 2: The values from the shader or function nodes assigned to this setting are multiplied with the values of the Main Input. The result of that is added to the Main Input value.
Fun with Add Multiplied Colour
The Add Multiplied Colour node can be used to exaggerate the high or low values from the Main Input.
In this example, the displacement of the mound increases as the value of the Constant Colour is raised. Note how the values in the Add multiplied colour preview window are brighter than those of the Transform input shader preview window.
In the example below, the steepness of a river gorge or canyon can be controlled by increasing the value of the Constant Colour.
