Lut, Shader, Programming, Blender3d, Unreal Engine.
these cells we land with that Blue. The maths for this is super simple: U_of_UV = Offset_from_Blue + Contribution_From_Red; Offset_from_Blue = Floor(InColor.B * LUT_Dimension) /LUT_Dimension We are using a standard trick here. For the 4x4x4, if our number is between 0 and 0.25 for example,