POV-Ray : Newsgroups : povray.binaries.images : Antony Gormley simulation : Re: Antony Gormley simulation Server Time
17 Jul 2025 00:00:34 EDT (-0400)
  Re: Antony Gormley simulation  
From: Thomas de Groot
Date: 1 Dec 2017 03:00:08
Message: <5a210c08$1@news.povray.org>
On 30-11-2017 16:02, Stephen wrote:
> On 30/11/2017 12:19, Thomas de Groot wrote:
>> On 30-11-2017 10:51, Stephen wrote:
>>> I don't really want to get distracted form what I am doing in Poser. 
>>> I am having problems getting clothes to fit a model in a crouching 
>>> position. The working title is: "How Christianity came to the Western 
>>> Isles."
>>
>> That /is/ difficult to do. Best I can suggest is to subdivide the 
>> cloth as much as possible.
>>
> 
> Thanks but that is really not the big problem. My new installation of 
> Win7 is flaky. I think I am going to reinstall it. So I can get Poser 
> working properly. I've been going La, la, la to all the problems. In 
> denial. I've just bought an upgrade from Win7 home to Win7 Pro so I'll 
> try a clean install from that rather than upgrade it again.

Eventually, we (you and me) shall have to migrate to Win10. Not that I 
enjoy that. I'll stick to Win7 as long as I can.

> 
> 
>>>
>>> BTW Do you (or anyone) know how to add a colour tint to a poser 
>>> model? Say, give a green or blue tint to a skin tone.
>>>
>>
>> You gave the answer :-)
>>
>>
> I was thinking in terms of doing it in PovRay but it is much easier to 
> do it at source.
> 

To do the former, you can use the good old functions provided by Poseray:

#macro pigment_multiply(p1,p2)
//multiplies two pigments
#local PR1 = function {pigment{p1}}
#local PR2 = function {pigment{p2}}
#local PR_FRed=function (x,y,z) {PR1(x,y,z).red*PR2(x,y,z).red}
#local PR_FGrn=function (x,y,z) {PR1(x,y,z).green*PR2(x,y,z).green}
#local PR_FBlu=function (x,y,z) {PR1(x,y,z).blue*PR2(x,y,z).blue}
average pigment_map{
     [function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}]
     [function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}]
     [function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}]
   }
#end

Then use that in the material file. e.g:

material {
   texture {
     uv_mapping
     pigment {pigment_multiply(p_shalwar, pigment{color srgb 
<1.00,0.67,0.00> }) }
     finish {diffuse 0.8}
   }
}



[watch out for the line feed above]


-- 
Thomas


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.