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I ended up using this:
// This script assumes the depth effect is *linear* from near to far,
which may not be the case.
// red, white, blue
#macro MakeChromadepthTextureCameraRWB(CameraLocation, CameraLookAt,
FudgePercent)
#local FudgeMin = FudgePercent/100/2;
#local FudgeMax = 1 - FudgePercent/100/2;
pigment
{
spherical
color_map
{
[0.0 color srgb <0,0,1>]
[FudgeMin color srgb <0,0,1>]
[0.5 color srgb <1,1,1>]
[FudgeMax color srgb <1,0,0>]
[1.0 color srgb <1,0,0>]
}
}
// finish
// {
// ambient 1
// diffuse 0
// }
scale vlength(CameraLocation - CameraLookAt) * 2
translate CameraLocation
#end
I can shrink and grow the texture using the FudgePercent parameter. I
think this is as close as I'll get.
Mike
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