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Colorful wave give7/31/2023 ![]() ![]() The information systems and software procedures used to operate this Website acquire personal data as part of their standard functioning. The term Personal Data refers to the data you provide to Us through the Website and may vary depending on the type of relationship you have with Us. This privacy policy generally describes, inter alia, the Personal Data We may collect from you, the processing of such Personal Data and your rights in relation thereto. You may get in touch with Our designated Data Protection Officer at does this Privacy Policy covers? Stock Unlimited LLC (“ Our”, “ We” or “ Us”) acting as a data controller for the processing of your Personal Data will depend on how you interact with the Website where you are located and on the entity that have a relationship with you, as the case may be.įor any general queries you may contact Us at: or by postal mail at 2003, 20/F, Tower 5, China Hong Kong City, 33 Canton Road, Tsim Sha Tsui, Kowloon, Hong Kong. Stockunlimited ( ) is a website being operated by Stock Unlimited LLC. A Gradient Texture is the same, you only get greyscale colors from both outputs, but still a Color output is a vector.We hereby inform you on Our current policies and practices applicable to the processing of your personal data (“ Personal Data”) collected by Stock Unlimited LLC through the website (the “ Website”). Just keep in mind, a Color output gives a vector result and a Fac output gives a float value. This has something to do with chromatics, how color intensity and saturation are perceived and how they are displayed with Gamma correction and other things which are now too much explain and I'm not really an expert for this. ![]() A default color ramp with black and white on left and right end converts colors into grey values, but the output of the Fac value and Color converted to greyscale do not give the same result. ![]() However in some cases like the Noise Texture it is not the same. Plug a color into a single float socket: Blender calculates a grey value from these three channels and sets it as value for the input. Plug a greyscale value into a vector socket: automatically the value will be set on all three channels RGB or XYZ. Now in almost all cases Blender is doing this automatically. Or if a node only accepts vectors and you have a Fac output, you would need a Combine RGB/XYZ node and plug the greyscale value into all sockets to create a vector. ![]() One thing might be that if some nodes only accept single values as input you would have to take the Color and a Separate RGB/XYZ node to pick one of those values. I guess it is mostly to keep the texture nodes consistent to have both, a Color and a Fac output. X, it takes the X values and outputs them on R, G and B channel which only results in greyscale values as well. In case of the Wave Texture node this does not seem obvious, because when you choose an axis e.g. Which means Color gives you RGB values (which can be taken or interpreted as XYZ values where needed), whereas Fac gives a greyscale value between 0 and 1. It's the same as on other texture nodes, a Color output gives a 3-dimensional vector as output value, while the Fac gives a 1-dimensional floating point value as output. ![]()
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