<div dir="ltr">ah, sorry if I mentioned a constant examples, other examples can be max is not constant "unknown".</div><div class="gmail_extra"><br><div class="gmail_quote">On Sat, Jun 11, 2016 at 9:20 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>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" target="_blank">more complex
situations</a> as well)<br>
</p><div><div class="h5">
<br>
<div>On 06/11/2016 12:03 AM, Mohamed Sakr
wrote:<br>
</div>
<blockquote type="cite">
<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> <br>
<div>On 06/10/2016 07:21 PM, Mohamed Sakr wrote:<br>
</div>
</div>
</div>
<blockquote type="cite">
<div>
<div>
<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>
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