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The Map Range node allows us to change the range of the input values.
Say we have some values in a range from zero to one, but we need those values to be in
a range from two to five, the Map Range node is the perfect way to achieve that.
We just need to feed the values into the Value input, set the From Min and Max fields to
our input range, and set the To Min and Max fields to the the desired output range.
Then the Map Range node does all the math to place our values into the new range.
With Clamp enabled, any input value outside the defined input range gets clamped to the
output range boundaries.
But if we disable clamp, the range is extrapolated, and the values get mapped to the output proportionally.
Note that the min parameters don't have to be lower than the max parameters, so we can
even invert the range, by flipping the order of either the From or To range.
If we plot the result of the Map Range, with the input along the X axis, and the output
along Y, we can visualize the Map Range function in a different way.
See how the changing From range shifts which part of the input is in range, and changing
the To range, changes what values actually get output.
The Map Range also has a smooth version, which eases the range in and out.
Finally, there is also a stepped mode, which snaps values to a certain amount of evenly
spaced levels, which is determined by the Steps parameter.
So far, we've only looked at cases with a constant value for both the input and output
ranges, but we can also plug varying values in there.
One interesting use case that is useful to note, is that we can use it for mixing values,
just like we use a Mix RGB node to mix between colors.
To do this, given the two things we want to mix, we just need to keep the input range
from zero to one, and plug the two values we want to mix into the output range.
Now, the Value input works like a mixing factor.
This works because when the input Value is equal to From Min, then whatever is in To
Min gets output, and whenever the input Value is equal to From Max, then whatever is in
To Max gets output, and anything in between is a mix of the two.
With this setup, we can even feed another texture to the Value, which will then act
as the factor.
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