» 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.


gregsn, Monday, Aug 13th 2012 Digg | Tweet | Delicious 0 comments  
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~4h ago

sunep: I will be in Berlin from 19th to 29th this months anything I shouldn't miss out on in those days?

~21h ago

Solid_dan: @everyoneishappy thanks a lot!

~1d ago

everyoneishappy: @Solid_dan Becuase there are no UVs. Can use UV_Coords (DX11.GeomFX) from instance-noodles to add them if you want.

~2d ago

drehwurm: @sunep I made a thread in forum, thanks

~2d ago

sunep: @drehwurm: probably, but I think you need to be more specific about what you need to get a clear answer

~2d ago

drehwurm: Is there a way to render lot's of text into tables in Renderer?

~2d ago

honix: some music vvisuals https://vimeo.com/141719245

~2d ago

ggml: @u7: apple laptops peaked at node13

~3d ago

microdee: this should be in graphics links section: http://graphics.cs.williams.edu/data/meshes.xml

~3d ago

Solid_dan: Why dx11 mataballs doesn't work with phong or constant?