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Warp <war### [at] tagpovrayorg> wrote in news:3e1637b2@news.povray.org
>> Nonetheless, I think an additive-alpha feature would be a good thing
>> for a patch...
> IMHO it should be more generic than just a specific "additive-alpha"
> filter. This way you could get many other type of filters for free.
When adding reflecion we calculate reflection ray color R and then add it
to surface pigment
F = S + R // final = surface + relfection
I suggest :
F = S + R + T // where T is transmited (additive transmit)
next step may be
F = S + R + color_transform(T)
and color transform can be a function that takes 3 value wector <r,g,b> and
also returns <r,g,b>
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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