Simple brightness and contrast adjustment with two modes: S-Curve for smooth results or Linear for classic gain.
The Brightness/Contrast node applied to a source image: original (left) and result (right).
Brightness/Contrast is the fastest way to make an image brighter, darker, or punchier. Keep the default S-Curve mode for most work: it rolls off highlights and shadows instead of clipping them the way Linear does. S-Curve applies brightness before contrast, so a small brightness lift plus more contrast brings out midtone detail.
On a texture set or a library, a Map row at the top of the panel picks the one map Brightness/Contrast edits, such as the Roughness, and every other map passes through untouched. See Changing one map.
Which map of the texture set this node edits. Every other map passes through unchanged. Shown while a texture set or a library is wired
Base ColorWork on the set's Base Color. The first map for the color and tone nodes.
NormalWork on the set's Normal. Offered on Normal Map (rescale its intensity) and the nodes that read a map into a selection; a color node never edits a direction.
RoughnessWork on the set's Roughness, a linear 0 to 1 map with one channel.
MetallicWork on the set's Metallic, a linear 0 to 1 map with one channel.
Ambient OcclusionWork on the set's Ambient Occlusion, a linear 0 to 1 map with one channel.
HeightWork on the set's Height, a linear map that can pass 0 and 1.
OpacityNever offered: the Opacity is the set's cutout, which Mask Apply edits.
EmissiveWork on the set's Emissive color.
ModeChoice
Default: S-Curve
S-CurveSmooth sigmoid contrast that boosts midtone separation while gently rolling off highlights and shadows.
LinearClassic gain around midpoint. More aggressive, and clips at extremes.