» Texture splitting
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Texture splitting

For analysing small textures there is a new node that let's you do that in a patch:
Texture (EX9.Texture Split) gives you all RGBA-Values for each texel of the texture.
Even for small textures this results in quite big spreads. So typically this is useful when you can identify the interesting texels with just a few nodes. E.g. you could check if the alpha value is > (Value) 0. You then can Select (Value) those texels and operate on just those few texels.

texture-split-demo

gregsn, Monday, Aug 13th 2012 Digg | Tweet | Delicious 0 comments  
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Shoutbox

~9h ago

Gareth.Griffiths: Hadasi would like to invite everyone to TonFilm's v50 talk Sat, 5pm @ RCA Kensington, The Stevens Building

~1d ago

antokhio: dxt slow as hell, but I like that quality alot :;]

~1d ago

vux: @antokhio there's some benefits from hap over dxt1/5 image sequence (extra compression+data locality)

~1d ago

ggml: not sure what you mean.. new thread ?

~2d ago

graphicuserinterface: @antokhio, so we had years ago a similar tech, only not applied to video?

~2d ago

defetto: hehehe are you questioning the benefits of visual programming over text? ;)

~2d ago

microdee: @defetto: learning HLSL can save you 90 bucks ;)

~2d ago

circuitb: @anto Hap Alpha should be DXT5?

~2d ago

antokhio: hap = dxt1 dds seq