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The Attribute Remap operator shifts and scales float attribute values to fit a new range. A ramp can be used to further customize the mapping.
A subset of components in the input geometry whose attribute value will be remapped. Leave this blank to affect the attribute value for all components in the input.
What the group is made of.
What class of geometry attributes to modify.
This is the name of the attribute in the input geometry.
If not blank, the original attribute will not be modified and this parameter specifies the name of the remapped attribute.
The lowest value in the input to map from.
Click to fill in the Input Min and Input Max parameters with the current minimum and maximum values of the attribute.
The highest value in the input to map from.
The new minimum value in the output to map to.
The new maximum value in the output to map to.
Out of Range Values
How to transform values outside the given input range.
Repeat the ramp endlessly forward and backward.
Clamp to Edge Value
Use the first value in the ramp for values less than the range, and the last value in the ramp for values greater than the range.
Linearly extrapolate output range, ignoring the ramp.
Use a ramp for more precise control of the mapping.
Modify this ramp to use a custom remapping instead of just a linear remap.
Attribute Remap gives you complete control over your float type attributes mapping them to any range you wish. Great for shrinking the range down, up, linearizing them or cyclically repeating the attribute across it’s original range. You can map any input range to an output range. This gives you familiar control to the reamp VOP or fit() vex functions in an artist friendly manner. A bonus ramp is added for finer shaping of the results. Works great to remap noise.