>> even without the technicality of turning a function into a pigment
>> you need to decide on a scaling if the function is not 0 to 1
>
> unless of course you intentionally want to have parts of the
> pigment potentially return more light than is incoming.
It's for a sky_sphere, so will be used as an emission (to simulate a
realistic sky colour).
I'm looking at the formulas now to see if there is any easy way to pluck
out a kind of global brightness constant that I can then apply
afterwards instead, which would guarantee a certain range of return
values from the functions.
Post a reply to this message
|