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    <p>If I'm not mistaken, in such a case as you describe (where the
      max is a known constant and the min is 0), all that's needed is a
      single division math node.</p>
    <p>It's worth noting that a normalize node like the compositor has
      would also cover this use-case (and other, <a
        href="http://blender.stackexchange.com/q/34582/599">more complex
        situations</a> as well)<br>
    </p>
    <br>
    <div class="moz-cite-prefix">On 06/11/2016 12:03 AM, Mohamed Sakr
      wrote:<br>
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cite="mid:CABgy2Lvm8=8t1Sob61HDuir7zohsNVx-VGD7p__t18rLHMPgfQ@mail.gmail.com"
      type="cite">
      <div dir="ltr">@ gandalf3, well, consider any thing like particle
        radius or particle index, it ranges from 0 to a value &gt; 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
        &gt; 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">&lt;<a moz-do-not-send="true"
              href="mailto:zzyxpaw@gmail.com" target="_blank">zzyxpaw@gmail.com</a>&gt;</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>
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                <div class="h5"> <br>
                  <div>On 06/10/2016 07:21 PM, Mohamed Sakr wrote:<br>
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                  <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>
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