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I am trying to follow a Tutorial about distortion. I don't understand why a math node (multiply) turns a noise texture, which gives me RGB values, into black and white ones. From my understanding, every RGB value is a vector, for instance (3,2,5). If I multiply it by 1, shouldn't it stay all the same? Can someone explain what's going on in the backend?

noise

B/W noise

user123511
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