<div dir="ltr">@ gandalf3, well, consider any thing like particle radius or particle index, it ranges from 0 to a value > 1<br>with a node like this, you can remap the values of all particles to 0-1, which will help the user use color ramp more efficiently "as he knows that the range is 0-1, not by trial and error testing.."<br><br>same for any other texture, like volume textures that got values > 1, remapping them would be handy.<br>@ carlo, your range mapping is more general, my idea is more toward a normalize node "that takes a texture and normalize to the texture max value".</div><div class="gmail_extra"><br><div class="gmail_quote">On Sat, Jun 11, 2016 at 6:18 AM, gandalf3 <span dir="ltr"><<a href="mailto:zzyxpaw@gmail.com" target="_blank">zzyxpaw@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<p>This is doable with a node group, but a built in node to match
the compositor would be nice.</p>
<p>However, what can't be done with a node group is a *normalize*
node (like the compositor), as this requires calculating the min
and max values, which AFIAK can't be done with math nodes. How
feasible would it be to implement such a node?<br>
</p><div><div class="h5">
<br>
<div>On 06/10/2016 07:21 PM, Mohamed Sakr
wrote:<br>
</div>
</div></div><blockquote type="cite"><div><div class="h5">
<div dir="ltr">Hi,<br>
<br>
is there a range mapping math node in Cycles?<br>
consider a texture input "or any attribute", it is an array of
data, ranging [start, end], this node will do a pre-calculation
to a new texture using the required range [newStart, newEnd].<br>
<br>
this will help a lot.<br>
I can do it, just need a hint on: where to write the new
functions "which files/functions that are related to writing a
new node".<br>
<br>
and any suggestions would be helpful.<br>
<br>
cheers,<br>
Mohamed Sakr</div>
<br>
<fieldset></fieldset>
<br>
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