Bright/Contrast

Bright/Contrast node is described in both Shader Node and Compositing Node exactly the same way, word by word.

https://docs.blender.org/manual/en/latest/render/shader_nodes/color/bright_contrast.html
https://docs.blender.org/manual/en/latest/compositing/types/color/bright_contrast.html

Bright/Contrast in Shader Node Editor has no Convert Multuply checker, and, the most important thing:
Bright/Contrast is normalized in Shader Node Editor, while is a percentual value in Composting.

In addition to the documentation topic, I believe both nodes should have the same measure (normalized will be the best option in my opinion).

Regards

I am not sure what you mean by normalized vs percentual. From my testing, both nodes behave the same way.

Here’s an example.

Shader Nodes Editor
Plug a black RGB node (R,G,B = 0,0,0) in Bright/Contrast. Set Brighness to 1. Result = 1,1,1 (White)

Compositor
Plug a black RGB node (R,G,B = 0,0,0) in Bright/Contrast. Set Brighness to 1. Result = 0.01, 0.01, 0.01.

Plug a black RGB node (R,G,B = 0,0,0) in Bright/Contrast. Set Brighness to 100. Result = 1,1,1.

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Last time I checked, the nodes are broken and have been for years and years.