









 
 




 
 


A sphere with a crackle pattern scaled by a
noise function and colored with 4 semi
transparent layers of function controlled
pigment colors.
This way one can have total control the
over the colors of the pigments with
functions.
I think that the "traditional" way of using
functions to select colors from within a
color_map {} is quite limiting, so I'm
going to experiment some more to see if my
method can be developed further.
This is fun !
POVRay v3.5 (of course).
Tor Olav
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This sounds like something I was trying to do last week (but failed)  Any
chance of some source?
Duncan Adamson
"Tor Olav Kristensen" <tor### [at] hotmailcom> wrote in message
news:3BB27DF4.9E762B14@hotmail.com...
>
> A sphere with a crackle pattern scaled by a
> noise function and colored with 4 semi
> transparent layers of function controlled
> pigment colors.
>
> This way one can have total control the
> over the colors of the pigments with
> functions.
>
> I think that the "traditional" way of using
> functions to select colors from within a
> color_map {} is quite limiting, so I'm
> going to experiment some more to see if my
> method can be developed further.
>
> This is fun !
>
> POVRay v3.5 (of course).
>
>
> Tor Olav


Post a reply to this message


 
 




 
 


Sure
 I just posted my source code to povray.text.scenefiles:
http://news.povray.org/3BB3BBA6.388C46C3%40hotmail.com
Have fun !
And please feel free to ask if you have any questions.
Tor Olav
Duncan Adamson wrote:
>
> This sounds like something I was trying to do last week (but failed)  Any
> chance of some source?
>
> Duncan Adamson
>
> "Tor Olav Kristensen" <tor### [at] hotmailcom> wrote in message
> news:3BB27DF4.9E762B14@hotmail.com...
> >
> > A sphere with a crackle pattern scaled by a
> > noise function and colored with 4 semi
> > transparent layers of function controlled
> > pigment colors.
> >
> > This way one can have total control the
> > over the colors of the pigments with
> > functions.
> >
> > I think that the "traditional" way of using
> > functions to select colors from within a
> > color_map {} is quite limiting, so I'm
> > going to experiment some more to see if my
> > method can be developed further.
> >
> > This is fun !
> >
> > POVRay v3.5 (of course).
> >
> >
> > Tor Olav
>
> 
> 
Post a reply to this message


 
 




 
 


Tor,
Have you tried 'average'? I have used this to achieve similar control as your
technique (though not so complicated). Here is how I do it...
#declare F_Red = function{(sin(x)+sin(y)+sin(z)+3)/6}
// Or any function between 0 and 1
#declare F_Green =function{(cos(x)+cos(y)+cos(z)+3)/6}
#declare F_Blue =function{(sin(x)+sin(y)+sin(z)+3)/6}
#declare P_Red =
pigment
{
function{F_Red(x,y,z)}
colour_map
{
[0 rgb <0,0,0>][1 rgb <3,0,0>]
// Note the colour max is 3, not 1
}
}
#declare P_Green =
pigment
{
function{F_Green(x,y,z)}
colour_map
{
[0 rgb <0,0,0>][1 rgb <0,3,0>]
}
}
#declare P_Blue =
pigment
{
function{F_Blue(x,y,z)}
colour_map
{
[0 rgb <0,0,0>][1 rgb <0,0,3>]
}
}
#declare P_Average =
pigment
{
average
pigment_map
{
[1 P_Red]
[1 P_Green]
[1 P_Blue]
}
}
Then you have a pigment with control over rgb channels without semi transperent
layers.
Post a reply to this message


 
 




 
 


On Thu, 27 Sep 2001 03:16:36 +0200, Tor Olav Kristensen wrote:
>A sphere with a crackle pattern scaled by a
>noise function and colored with 4 semi
>transparent layers of function controlled
>pigment colors.
>This is fun !
>
>POVRay v3.5 (of course).
>
Sweet.
It'll be good when we get the Linux version. But where would I
find the time?

Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAVANICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zeropps
11:33pm up 17 days, 1:48, 1 user, load average: 1.00, 1.00, 1.00
Post a reply to this message


 
 




 
 


Yes, I think this is a better way to control the colors.
Thanks Mark.
Tor Olav
Mark James Lewin wrote:
>
> Tor,
> Have you tried 'average'? I have used this to achieve similar control as
your
> technique (though not so complicated). Here is how I do it...
>
> #declare F_Red = function{(sin(x)+sin(y)+sin(z)+3)/6}
> // Or any function between 0 and 1
>
> #declare F_Green =function{(cos(x)+cos(y)+cos(z)+3)/6}
> #declare F_Blue =function{(sin(x)+sin(y)+sin(z)+3)/6}
>
> #declare P_Red =
> pigment
> {
> function{F_Red(x,y,z)}
> colour_map
> {
> [0 rgb <0,0,0>][1 rgb <3,0,0>]
> // Note the colour max is 3, not 1
> }
> }
>
> #declare P_Green =
> pigment
> {
> function{F_Green(x,y,z)}
> colour_map
> {
> [0 rgb <0,0,0>][1 rgb <0,3,0>]
> }
> }
>
> #declare P_Blue =
> pigment
> {
> function{F_Blue(x,y,z)}
> colour_map
> {
> [0 rgb <0,0,0>][1 rgb <0,0,3>]
> }
> }
>
> #declare P_Average =
> pigment
> {
> average
> pigment_map
> {
> [1 P_Red]
> [1 P_Green]
> [1 P_Blue]
> }
> }
>
> Then you have a pigment with control over rgb channels without semi transperent
layers.
Post a reply to this message


 
 




 
 


Steve wrote:
>
> On Thu, 27 Sep 2001 03:16:36 +0200, Tor Olav Kristensen wrote:
>
> >A sphere with a crackle pattern scaled by a
> >noise function and colored with 4 semi
> >transparent layers of function controlled
> >pigment colors.
>
> >This is fun !
> >
> >POVRay v3.5 (of course).
> >
>
> Sweet.
>
> It'll be good when we get the Linux version. But where would I
> find the time?
Thank you Steve.
I too lack time to experiment  And uP speed =(
Tor Olav
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