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> It basically amounts to using density and density_map as the pigment and
> color_map replacement, except now it's just the rgb vector instead of the
4
> or 5 rgbf or rgbft. To get more transparency the density must be low, and
> higher for more solid.
You mean light colors in the map are more transparant, and dark colors more
opaque?
In the translation from
halo {
emitting
spherical_mapping
linear
color_map {
[ 0.0 color rgbt <1, 1, 0, .999999> ]
[ 0.5 color rgbt <1, 1, 0, 0.5> ]
[ 0.8 color rgbt <1, 1, 1, 0> ]
[ 1.0 color rgbt <1, 1, 1, 0> ]
}
to
media {
emission <1,1,0>
density {
spherical
density_map {
[0 rgb<1,1,0>*0*D]
[.5 rgb<1,1,0>*.5*D]
[.8 rgb<1,1,1>*D]
[1 rgb<1,1,1>*D]
}
the result was both too opaque =and= too light in color.
--John
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