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Am 04.01.2011 19:22, schrieb Le_Forgeron:
> To illustrate an actual discussion in p.beta-test
> (Gamma of interpolated colors in color maps)
>
> Done with custom code in traditional mesh with texture_list. (5 mesh, 1
> triangle each)
>
> #default { texture { pigment { rgb 0 }finish { ambient 1.0} } }
>
> #declare colo1=texture { pigment {color rgb<0.35,1,0>}};
> #declare colo2=texture { pigment {color rgb<1,0.,1>}};
> #declare colo3=texture { pigment {color rgb<0.,1.,1>}};
Thanks for that illustration.
My personal impression is that HSL and HSV are completely unfit, as they
both give pretty sudden transitions in the blue and orange regions; XYL
seems to be suffering from a similar problem, though not as obvious. I
personally find the gradients for XYV and RGB (POV) to give the most
pleasing results.
Reminds me that color interpolation is used in multiple places, not just
color gradients. I'm not sure how to go about this with texture
interpolation though: While it may be as easy as a pigment
interpolation, it may just as well be a transition from transparent to
opaque, from dull to shiny, from non-reflective to reflective, from flat
to bumpy - or any combination of those, plus possibly a different number
of layers for each texture. POV-Ray interpolates between textures by
first computing the results per texture (including reflections,
refractions, highlights and what-have-you), and then averaging the
results. The user's intention may be to have a perceptually pleasing
transition between the pigments, yet a physically linear transition
between reflectivity or some such; but I guess only in very rare cases
will he want a perceptually pleasing transition between the /results/ of
the textures.
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