» 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

~2d ago

evvvvil: @blausand: spread filename input of writer node to 2 slices: L.wav & R.wav or use "+(vaudio spectral)" before writer node audio in

~3d ago

evvvvil: @manuel: use ass-imp and fbx (works with collada too) but use ASS-imp.

~3d ago

blausand: Is there a way to create stereo/multitrack sound files using VVVV? VAudio's Writer is mono only…

~3d ago

antokhio: @julian you have to use FXAA

~4d ago

manuel: cant use a collada exported from sketchup... any hint ? In the past i was able to do it

~5d ago

julian: hi, how can I put anti aliasing on deferred shadow? any suggestions? deferred-shadow-dx11 thanks a lot!

~5d ago

evvvvil: Push all logic through compute shaders until framedelays sheer existence is being crushed by the gpu's rhetorical question solving.

~5d ago

nerezumijem: Driver to install? I do not recognize the enntec usb promk2

~6d ago

joreg: vvvv bughunt with chance to win a #lattepanda running for 10 more days: find-a-bug-win-a-panda-(latte)

~6d ago

vasilis: Does Speech Node ( vux plugins speech ) work with windows XP?