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Re: Color To Float and Float To Color Utility.

Posted: Tue Oct 16, 2018 6:20 am
by fantome
Thanks a lot for the extra info roeland !

Re: Color To Float and Float To Color Utility.

Posted: Sun Aug 28, 2022 2:01 pm
by Terryvfx
Necro-posting here... I would also love to have an utility to output float from color.

Re: Color To Float and Float To Color Utility.

Posted: Mon Aug 29, 2022 3:22 pm
by fantome
Hi terry i don't know if it helps, but standalone has some OSL utility nodes that i have never test , but could answer your request.
utilities.JPG
this is jobigoud code from channel merger

Code: Select all

shader ChannelMuxer(
	color redChannel = color(0.7, 0.7, 0.7) [[ string label = "Red channel"]],
	color greenChannel = color(0.7, 0.7, 0.7) [[ string label = "Green channel"]],
	color blueChannel = color(0.7, 0.7, 0.7) [[ string label = "Blue channel"]],
	output color out = 0,
)
{
	// Typically the input colors will be grayscale but just in case we take the corresponding channel from the source. 
	// This enables a richer mixing strategy without loosing flexibility.
	out = color(redChannel[0], greenChannel[1], blueChannel[2]);
}

this is the one from channel spliter :

Code: Select all

// RGB Channel Split as Grayscale
// Author: Thomas Cheng - Ambocc Studios
// www.ambocc.com - [email protected]
//
// Description: Connect a RGB texture and select the color channel to output as a grayscale image. 

#define CHANNEL_R 1 
#define CHANNEL_G 2
#define CHANNEL_B 3

shader ChannelExtractor(
   	color rgbTexture = 0 [[ string label = "texture"]],
   	int channel = 1 [[string widget = "mapper", string label = "Channel", string options = "R:1|G:2|B:3"]],
	output color out = 0,
)
{
	if (channel == CHANNEL_R)
		out = rgbTexture[0];
	else if (channel == CHANNEL_G)
		out = rgbTexture[1];
	else if (channel == CHANNEL_B)
		out = rgbTexture[2];
	else 
		out = 0;
}
i would start standalone and investigate this and try to copy paste those OSL codes in houdini to check if they could do the job.

cheers
E