Though I have been using the ColorRamp node for quite a while, I often trial and error moving the handles in the ColorRamp node around to get my desired effect. I realized that I didn't really have any intuition about how it worked, I just 'did' things until it worked the way I wanted it to. I figured its best I try to think about what it 'logically' does behind the scenes, but I can't quite understand
Here this is equivalent to plugging the Noise Node directly into the Material Output/Viewer. I understand the Noise Texture is a psuedorandom texture that is PURELY greyscale, that is colors can be black, white or anything in between
I assume it is different here. From what I believe, this setting of the ColorRamp handles basically mean: "Since the lefthandside of the ColorRamp 'strip of colors' is wholly black, this means that any colors in the Noise texture that is darker than grey (since I assume grey is in the middle of black and white, and the black color handle here is right in the middle) are to be treated as completely black"
For this one:
I assume its the same as before but flipped. Anything LIGHTER than grey from the noise texture is outputted as completely white, though I am confused, since they look more grey than white to me
However, this one confuses me:
Anything darker than grey is to be treated as pure black, anything lighter than white is to be treated as pure white? What about the small gap between the black and white handles? What do they logically mean?
Finally, using it with a MixShader:
How does this work at all? From my limited intuition, this basically means where there is black on the Noise Texture, shade that area with Red, where there is white shade with Blue, but what about once again the tiny gap down the middle? What's it do here exactly?
All that being said, what exactly am I getting wrong with my intuitions of the various ColorRamp settings, what am I not understanding here?