Image Decomposer ================ *destination after Beta: analyzers* .. image:: https://cloud.githubusercontent.com/assets/619340/4495748/bbd3fe56-4a5e-11e4-9202-3b86f7c57c22.png Functionality ------------- To get output from this node you must connect something to the first 2 output sockets (xya and rgb), polygons is optional and only outputs faces when ``Filter?`` is off. Takes the ``rgba`` components of an image currently loaded in Blender and decomposes them into ``xya`` and ``rgb`` Vertex-style sockets. ``xy`` are inferred by the number of pixels in the image and the image width. ``z`` doesn't make much sense in relation to a pixel and was replaced by the Alpha channel of the pixel (``a``). If you don't have images loaded in the UV editor, they can be imported from N panel into Blender and loaded from there. Inputs & Parameters ------------------- +---------------+-------------------------------------------------------------------+ | name | function | +===============+===================================================================+ | Skip n pixels | allows to sample a reduced grid of the image, every nth pixel in | | | either direction. | +---------------+-------------------------------------------------------------------+ | xy_spread | the ``xy`` component of the ``xya`` socket can be multiplied to | | | get a wider spread. | +---------------+-------------------------------------------------------------------+ | z_spread | this amplifies ``rgb``, not ``a`` (which you can amplify yourself | | | if that was needed.) | +---------------+-------------------------------------------------------------------+ | Filter? | uses a restricted eval to drop pixels using a simple typed command| | | : example ``r < 0.8 and g > 0.4`` (more below) | +---------------+-------------------------------------------------------------------+ Outputs ------- +-------------+--------------------------------------------------------------------+ | name | function | +=============+====================================================================+ | ``xya`` | the **x** and **y** of the pixel, combined with the Alpha channel. | | | The value of **x** and **y** are multiplied by ``xy_spread``. | +-------------+--------------------------------------------------------------------+ | ``rgb`` | each (unfiltered) pixel component is multiplied by ``z_spread`` | +-------------+--------------------------------------------------------------------+ | polygons | this output will generate sensible polygon index list for ``xya`` | | | when pixels are unfiltered. | +-------------+--------------------------------------------------------------------+ Examples -------- `The development thread `_ contains working examples of this Node used as preprocessor for game maps. Notes ----- The loaded image gets a fake user automagically, tho perhaps this should be optional.