I'd like to be able to pick colors that exceed the [0..1] range used for normal colors and with full precision.
The RGB input node - or color fields in general - doesn't seem to allow values beyond 0.0 - 1.0 range and they also reduce the precision of data manually put there or picked with a color picker. This makes it useless for hacking UV coordinates, which sometimes would be extremely useful.
Here's what I tried to do:
I tried to pick a color from a rendered UV coordinate output (the U and V coordinates in the R and G channels of the bitmap) but it clipped the color and badly approximated the coordinates making the texture not map where I wanted.
I needed to manually read the color values that Blender showed me in UV/Image editor when hovering mouse over the pixels and type that into a Value Input node to then compose this to RGB and feed into UV coordinate input.
I wanted to just pick the coordinates with a picker and have the coordinates of all verticies set to certian point in the image texture - making the whole model use that place as a diffuse color for example.