[Bf-cycles] Cycles range mapping math node
Mohamed Sakr
3dsakr at gmail.com
Sat Jun 11 09:03:19 CEST 2016
@ gandalf3, well, consider any thing like particle radius or particle
index, it ranges from 0 to a value > 1
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.."
same for any other texture, like volume textures that got values > 1,
remapping them would be handy.
@ 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".
On Sat, Jun 11, 2016 at 6:18 AM, gandalf3 <zzyxpaw at gmail.com> wrote:
> This is doable with a node group, but a built in node to match the
> compositor would be nice.
>
> 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?
>
> On 06/10/2016 07:21 PM, Mohamed Sakr wrote:
>
> Hi,
>
> is there a range mapping math node in Cycles?
> 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].
>
> this will help a lot.
> 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".
>
> and any suggestions would be helpful.
>
> cheers,
> Mohamed Sakr
>
>
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