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Chris B nous illumina en ce 2009-05-12 16:44 -->
>> "Marvin" <mto### [at] grfhr> wrote in message
>>> Could you please give an example of a texture with grayscale gradient
>>> oriented
>>> towards the camera?
>
> .. but thinking about it, you're probably better off using an 'onion'
> pattern than a gradient pattern for this so that it fades to black as a
> function of distance from the camera rather than as a function of the
> distance from the plane the camera sits on. Note you should scale in all
> 3 dimensions and you no longer need to reorient the pigment.
>
>
> pigment {
> onion color_map {
> [0 color rgb 1]
> [1 color rgb 0]
> }
> scale vlength(Camera_Location-Camera_Lookat)
> translate Camera_Location
> }
>
>
> Regards,
> Chris B
>
Even beter, use the spherical pattern.
Have a value of 1 at the origin, that you translate to the camera location, and
a value of zero at 1 unit radius, scaled to the depth of your scene.
If you scale the onion pattern to small, it goes back to 1 where you want black.
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"Alain" <ele### [at] netscapenet> wrote in message
news:4a0a0d71$1@news.povray.org...
> Chris B nous illumina en ce 2009-05-12 16:44 -->
>>> "Marvin" <mto### [at] grfhr> wrote in message
>>>> Could you please give an example of a texture with grayscale gradient
>>
>> .. but thinking about it, you're probably better off using an 'onion'
>
> Even beter, use the spherical pattern.
> Have a value of 1 at the origin, that you translate to the camera
> location, and a value of zero at 1 unit radius, scaled to the depth of
> your scene.
> If you scale the onion pattern to small, it goes back to 1 where you want
> black.
OTOH that makes it easier to spot any mistake if you accidentally scale the
pattern too small ;)
You could of course use the onion pattern as a test to make sure the deepest
depth is where you want it and use the spherical pattern for the final
render (best of both worlds).
Regards,
Chris B.
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