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So, I have been working with functions and patterns for a while now, and
aside from not having vector functions to easily create color values
with, I have run into an issue with the way POV-Ray maps things -
colors, pigments, textures.
Since I haven't experimented extensively with these mapping mechanisms
or gone through the source code to see exactly how they are handled, I
as far as I know, they only handle values in the range from zero to one.
I'm interested in knowing if anyone has done any work that contradicts
this notion, or to hear how I might use negative numbers, large numbers,
or ways to get around the auto-wrapping-around of the color map. I'd
like to subtract part of one color channel from the overall result of an
average {} pigment using a negative value, or saturate the color (to
white) by allowing large values.
Any data would be helpful.
Thanks!
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