» 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

~22h ago

joreg: WEIRD REALITY: Head-Mounted Art && Code call for participation: http://artandcode.com #ar #vr @artandcode

~1d ago

fibo: @Noir: yet another Node.js project (powered by http://stack.gl/)

~2d ago

woei: @dominikKoller: used shp in vvvv with NetTopologySuite, code is dated 8 years though

~3d ago

vasilis: @Thanks microdee!

~3d ago

microdee: @vasilis, @stix: ML stands for amount of idle time generated from mainloop fps cap ML? indicates this might take the longest time

~3d ago

StiX: i think it refers to how much interface of vvvv eats up, not sure thou

~4d ago

vasilis: Somebody a reminder beacuse I have forgotten it..What is the ML counting in Perf Meter node?