Image Decomposer¶
destination after Beta: analyzers
Functionality¶
To get output from this node you must connect something to the first 2 output sockets (xya and rgb), polygons is optional
and only outputs faces when Filter?
is off.
Takes the rgba
components of an image currently loaded in Blender and decomposes
them into xya
and rgb
Vertex-style sockets. xy
are inferred by the number of pixels in the image and the image width. z
doesn’t make much sense in relation to a pixel and was replaced by the Alpha channel of the pixel (a
).
If you don’t have images loaded in the UV editor, they can be imported from N panel into Blender and loaded from there.
Inputs & Parameters¶
name | function |
---|---|
Skip n pixels | allows to sample a reduced grid of the image, every nth pixel in either direction. |
xy_spread | the xy component of the xya socket can be multiplied to
get a wider spread. |
z_spread | this amplifies rgb , not a (which you can amplify yourself
if that was needed.) |
Filter? | uses a restricted eval to drop pixels using a simple typed command
: example r < 0.8 and g > 0.4 (more below) |
Outputs¶
name | function |
---|---|
xya |
the x and y of the pixel, combined with the Alpha channel.
The value of x and y are multiplied by xy_spread . |
rgb |
each (unfiltered) pixel component is multiplied by z_spread |
polygons | this output will generate sensible polygon index list for xya
when pixels are unfiltered. |
Examples¶
The development thread contains working examples of this Node used as preprocessor for game maps.
Notes¶
The loaded image gets a fake user automagically, tho perhaps this should be optional.