is there an easy way to find out the total brightness range of a texture?
I often want to remap the range of someting but finding out from where to start remapping can be time consuming.
At the moment I create a plane give it a subdiv modifier and displace it with midlevels set to zero to see how far a map ranges. You also have to set the material to “displacement only” and all of this adds up.
From this we learn for example that the fac output of a standard noise texture ranges from around 0.25 to about 0.75 and the color output from around 0.3 to 0.7.
Is there some easier and more exact way to do this?