So, I am trying to wrap my head around exactly what the invert node is doing in the shader editor.
I realize that this sounds like the most simplistic question in the universe, but please bear with me. Coming from a graphic design background, I can somewhat picture what an inverted image will look like in my mind's eye. The parts that are white flip to black, and the parts that are black flip to white.
But I'm not so sure what happens when 16bit and 32bit images are inverted.
In blender, it looks like it's not really completely inverting the image being fed to it. Here are a couple images as an example (I'm using Node Wrangler here to preview):
Original Image
Inverted Image
Ok. Now, I'm not a rocket scientist. But I'm pretty sure the inverse of that image is not a purely gray/white output. My suspicion is that since the image is 32bit I'm not seeing the full dynamic range of values that exist, and the inverse shown in Blender is correct despite looking incorrect.
Fair enough.
To dig a little deeper, I took the image into Photoshop and performed an invert there.
Original Image In Photoshop:
Inverted Image In Photoshop
The results here are interesting. First, I had to convert to 16bit as Photoshop wouldn't even allow me to invert a 32bit image. But after the invert, you can see a lot more detail than what Blender shows using its invert node.
Is this because of the bit depth discrepancy (32bit / 16bit), or is Photoshop actually doing something differently under the hood? I have no freakin' clue.
To cap it all off, I did an invert using the same image, bur first converted to 8bit.
Original 8bit
Inverted 8bit
This final process looks a lot more like what I would expect from an invert operation. I realize that the bit depth is much lower, but it's at least easier to visualize the data. I can make out the distinct smooth and sharp parts of the texture, high and low frequencies, and the overall "contrast".
What I'm getting at is that being able to visualize your texture is very important when you are making creative decisions in the shader editor. If I invert a 32bit texture, all the information might be there, but I have no idea what that information looks like - I am just presented with flat gray or white.
So, In conclusion, can someone set me straight? Is there a specific way of working with high bit depth data that is more intuitive?
Thanks so much for any help, and for reading through all this garbage :)