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I'm wondering why, short of historical reason, does the
interpolation of weighted textures(pigment) is performed in the rgb
space.
Wouldn't it be possible to perform it in HSV or HSL space, even for
out of rgb <0,0,0> / rgb <1,1,1> block ?
And wouldn't the result be different and maybe more natural (or not ?)
Linear for SL/SV should be easy, but I'm still wondering about
interpolation of opposite hue: what would be the right solution ?
Could it be chosen per interpolation ?
Attached is a rgb interpolation of the polygon, with various
strength of mix.
--
The superior man understands what is right;
the inferior man understands what will sell.
-- Confucius
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Attachments:
Download 'demoexpl.png' (221 KB)
Preview of image 'demoexpl.png'
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