Is there a node or combination of nodes that can take an average colour out of a single image?2019 Community Moderator Election Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) 2019 Moderator Election Q&A - QuestionnaireHow to make textures in Blender without any flat work with a painting program? (3D painting)How to make use of a cubemap in Blender CyclesHow can I create an image of my UV unwrapSet image texture node label based upon characters in filename/filepath stringHow can I reuse texture within the same model?Movie set as image texture not playing in cycles?How to have layer textures on a mesh in Cycles RenderHow Does Eevee Handle Shader Nodes?Linking Mist pass to OutputFile Node Image cannot be performed using Python API?Access color channels independently of alpha with Cycles?
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Is there a node or combination of nodes that can take an average colour out of a single image?
2019 Community Moderator Election
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
2019 Moderator Election Q&A - QuestionnaireHow to make textures in Blender without any flat work with a painting program? (3D painting)How to make use of a cubemap in Blender CyclesHow can I create an image of my UV unwrapSet image texture node label based upon characters in filename/filepath stringHow can I reuse texture within the same model?Movie set as image texture not playing in cycles?How to have layer textures on a mesh in Cycles RenderHow Does Eevee Handle Shader Nodes?Linking Mist pass to OutputFile Node Image cannot be performed using Python API?Access color channels independently of alpha with Cycles?
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This is the opposite of what people usually ask for, where when there is no UV Map for an image texture, an average of the image is applied to the model.
However in this case I am asking if there is a way to use an image to generate a single colour that can then be passed through other nodes.
For example in this Screenshot, the image texture would apply as an image texture to the top half, whereas the same image would produce a single colour, pass through a HSB node to be darkened to produce the bottom colour. Currently I am manually selecting the colour.
texturing nodes color
$endgroup$
add a comment |
$begingroup$
This is the opposite of what people usually ask for, where when there is no UV Map for an image texture, an average of the image is applied to the model.
However in this case I am asking if there is a way to use an image to generate a single colour that can then be passed through other nodes.
For example in this Screenshot, the image texture would apply as an image texture to the top half, whereas the same image would produce a single colour, pass through a HSB node to be darkened to produce the bottom colour. Currently I am manually selecting the colour.
texturing nodes color
$endgroup$
$begingroup$
Is it Cycles you are working with? Blender version 2.79b?
$endgroup$
– Martin Z
13 hours ago
add a comment |
$begingroup$
This is the opposite of what people usually ask for, where when there is no UV Map for an image texture, an average of the image is applied to the model.
However in this case I am asking if there is a way to use an image to generate a single colour that can then be passed through other nodes.
For example in this Screenshot, the image texture would apply as an image texture to the top half, whereas the same image would produce a single colour, pass through a HSB node to be darkened to produce the bottom colour. Currently I am manually selecting the colour.
texturing nodes color
$endgroup$
This is the opposite of what people usually ask for, where when there is no UV Map for an image texture, an average of the image is applied to the model.
However in this case I am asking if there is a way to use an image to generate a single colour that can then be passed through other nodes.
For example in this Screenshot, the image texture would apply as an image texture to the top half, whereas the same image would produce a single colour, pass through a HSB node to be darkened to produce the bottom colour. Currently I am manually selecting the colour.
texturing nodes color
texturing nodes color
edited 13 hours ago
Ray Mairlot
22.6k56799
22.6k56799
asked 13 hours ago
YoshiharaYoshihara
415
415
$begingroup$
Is it Cycles you are working with? Blender version 2.79b?
$endgroup$
– Martin Z
13 hours ago
add a comment |
$begingroup$
Is it Cycles you are working with? Blender version 2.79b?
$endgroup$
– Martin Z
13 hours ago
$begingroup$
Is it Cycles you are working with? Blender version 2.79b?
$endgroup$
– Martin Z
13 hours ago
$begingroup$
Is it Cycles you are working with? Blender version 2.79b?
$endgroup$
– Martin Z
13 hours ago
add a comment |
1 Answer
1
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$begingroup$
If you shrink the image to a size smaller than a pixel of the render result it will render as average, so you could just change the mapping of the coordinates:
You can use vector mapping node as well.
That might not be the most efficient way to calculate the average, but it's easy to achieve and it works.
$endgroup$
add a comment |
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1 Answer
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$begingroup$
If you shrink the image to a size smaller than a pixel of the render result it will render as average, so you could just change the mapping of the coordinates:
You can use vector mapping node as well.
That might not be the most efficient way to calculate the average, but it's easy to achieve and it works.
$endgroup$
add a comment |
$begingroup$
If you shrink the image to a size smaller than a pixel of the render result it will render as average, so you could just change the mapping of the coordinates:
You can use vector mapping node as well.
That might not be the most efficient way to calculate the average, but it's easy to achieve and it works.
$endgroup$
add a comment |
$begingroup$
If you shrink the image to a size smaller than a pixel of the render result it will render as average, so you could just change the mapping of the coordinates:
You can use vector mapping node as well.
That might not be the most efficient way to calculate the average, but it's easy to achieve and it works.
$endgroup$
If you shrink the image to a size smaller than a pixel of the render result it will render as average, so you could just change the mapping of the coordinates:
You can use vector mapping node as well.
That might not be the most efficient way to calculate the average, but it's easy to achieve and it works.
answered 13 hours ago
Martin ZMartin Z
6,2671628
6,2671628
add a comment |
add a comment |
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$begingroup$
Is it Cycles you are working with? Blender version 2.79b?
$endgroup$
– Martin Z
13 hours ago