Looking for a way to process a 24bit texture such that the red and green channels will be normalized within a -1 to 1 range, and not include the blue channel.
What does the Normal Normalize node do? I guess it’s only normalizing 0-1 ?
This is intended for an anisotropy texture. But I guess the same process would be needed for flow maps too.
The blue channel is not used for the vectors, it’s a mask for strength of the effect, so I wouldn’t want that factored into the normalization.
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So, first it normalizes to -1,1 then it converts that into 0,1. I guess I just need to make my own custom pixel processor, and simply omit that last part?
Make sure your pixel processor is set to absolute color depth of 16f or 32f or it will clamp all the values In the function between 0 and 1.
just divide the resultant [-1:1] vector by 2 and add 0.5
bc6h can support signed values - its not small though (i think 4x the size of dxt1 but possibly 8x)
TLDR : just don't
this should really be treated the same way as a normal map, store the values in 0:1 range, expand it in the shader.