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> #declare R = pigment {function {IM(x,y,z).red * Cr}
> colour_map {[0 rgb 0][1 rgb <1,0,0>]}}
> #declare G = pigment {function {IM(x,y,z).green * Cg}
> colour_map {[0 rgb 0][1 rgb <0,1,0>]}}
> #declare B = pigment {function {IM(x,y,z).blue * Cb}
> colour_map {[0 rgb 0][1 rgb <0,0,1>]}}
>
> Then assemble the three components using an average pigment_map
>
> sphere {0,1
> pigment {average
> pigment_map {
> [1 R]
> [1 G]
> [1 B]
> }
> }
> }
The assembled colors are just 1/3 of the intensity as the original
one's. I replaced Cr/Cg/Cb by 1/1/1. The average function
calculates (1*<1,0,0> + 1*<0,1,0> + 1*<0,0,1>)/3 = <1/3,1/3,1/3>.
If i could use 'add' instead of 'average' of disable the division
by the weight sum ... any ideas?
I think, i understand the colour_map now :)
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![](/i/fill.gif) |