• Where to find it:

    • Add Adjustment Layer / Extension Pack / Color Correction / 

    • NodeGraph / Right Mouse Click / Nodes / Filter / Extension Pack / Color Correction / 

The Blackbody Adjustment Node lets you adjust the color of the underlying layers by multiplying them by

 the color of a blackbody at user chosen temperature. 

This aims to give you a similar look and feel to a color temperature adjustment found in tools such as lightroom or camera raw.

The Default  is at 6500 Kelvin which will not change your colors.

Is it flipped ? 

The Cool->Warm Range has been matched to Lightroom which at higher Temp settings becomes warmer.

The sliders adjust not the black body temp of the light, but the compensation applied to the image to compensate for the black body temp of the light.  This goes the other way round. 

Node Overview

Node Properties



  • Temperature

The Temperature Slider will let you set the compensation applied to the image to compensate for the black body temp of the light. 

in a range from 1500 (cool) to 40000 (warm).

  • Offset

The Offset Slider will apply an offset to the Temperature Slider. Its Slider is ranged from -1000 to 1000.

This is especially useful for fine control over the cool color range from 1500-6000 which has

less slider range in the Temperature Slider.

  • Luminance Preservation

Determines the treatment of the Luminance component of your color.

At 1.0 the Original Luminance will be fully (100%) preserved after the Temperature shift.

Values below 1.0 will blend the original and new luminance accordingly.

  • sRGB Mode

Determines how the color temperature blackbody is treated that is multiplied against your texture.

By default sRGB is on, meaning that the blackbody is generated in an sRGB Colorspace.

When you are working with sRGB Input colorspace in Mari this is the preferred option.

If you are working in a  linear environment (so you are painting linear and applying an sRGB lookup to your textures)

you should turn this off resulting in the blackbody being generated in linear colorspace and then multiplied against your textures.