With a slider of number of colors? A node that would output two things : A pallete and a grayscale representation of indexed colors ?
Sometimes I wonder why we use true colors RGB textures for the base color while typical albedo/base color texture is 10-15 colors at best.
Or is there a way to import those things from Photoshop or other soft?
There was a soft 30 years ago that could do it theoretically . I can't even recall its name. Deba something
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This is because substance designer and painter are made for modern hardware. And there's no point in using a lookup table on modern hardware.
There's lots of software that'll do indexed color - photoshop is one.
here's a link:
My first game was done using color lookup tables. There's just no point in doing that anymore.
Yes.
Go look at my ue4 cga shader / designer cga filter posts to see the results.
It's totally doable but a shit load of work when you're dealing with a lot of colours (like 256) - which is why I stuck to the cga pallettes (max of 16, usually 4)
Is it pointless? Yes.
Is it fun? Also yes
Maybe it's not that pointless, I need it not to save output textures . Rather for data flow through fx nodes. And probably through the other parts of a substance graph. Perhaps they could work quicker that way. My typical substance is slow like hell and a torture to tweak for something really new .
And I believe 16 mil of true colors for PBR is just an atmosphere heating. My typical albedo texture needs 128 colors at best usually. Too bad modern GPU seem dropped the support of indexed colors.
sprunghunt thanks for the link . That part of photoshop somehow slipped my memory