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In article <3a9542d0$1@news.povray.org>, "Tom Melly"
<tom### [at] tomandlu co uk> wrote:
> The trouble with this is that it doesn't leave the pigments alone.
> How do I accomplish this? (btw the areas outside the man. set are
> rgbt 1).
What do you mean by "it doesn't leave the pigments alone"? Maybe the
problem is just that you are using averaging...if the color values vary
evenly from 0 to 1 for each component, and you average enough samples,
you will end up getting closer to 50% gray.
> At the moment, my kludge is to lay 3 separate objects on top of each
> other, each one given a different mandel pig.
Layered textures would probably work...
object {
texture {pigment {basepig}}
texture {pigment {man1}}
texture {pigment {man2}}
texture {pigment {man3}}
}
Just make sure the mandel pigments are at least partially transparent.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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On Thu, 22 Feb 2001 16:48:16 -0000, Tom Melly wrote:
>I have my mandel pigs, but I can't work out how to lay them on top of each
>other.
Another option, if you leave the "transparent" parts black instead, is to
just boost the color values of everything else by a factor of 3. This, too,
only works if the colored parts don't overlap. And I'm not sure it's easy
to integrate with the base pigment you mentioned.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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Chris Huff wrote:
>
> Layered textures would probably work...
>
> object {
> texture {pigment {basepig}}
> texture {pigment {man1}}
> texture {pigment {man2}}
> texture {pigment {man3}}
> }
>
> Just make sure the mandel pigments are at least partially transparent.
>
Instead of that you could also use nested pigments maps:
#declare Mandel_1= pigment {..}
#declare Mandel_2= pigment {..}
#declare Mandel_3= pigment {..}
#declare Mandel_X1=
pigment {..
Mandel_3
pigment_map {
[0.0 Mandel_1]
[0.1 color ... ]
}
}
#declare Mandel_Final=
pigment {..
Mandel_2
pigment_map {
[0.0 Mandel_X1]
[0.1 color ... ]
}
}
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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>
> Layered textures would probably work...
>
> object {
> texture {pigment {basepig}}
> texture {pigment {man1}}
> texture {pigment {man2}}
> texture {pigment {man3}}
> }
>
Yes, they probably would. Told you it was a stupid question. (I sort of
forgot that textures could be layered without a pattern - when I tried it, I
was trying to layer pigments IIRC).
Thanks all.
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When averaging pigments, I find it's helpful to create color maps with entries
greater than 1 to keep the colors from getting dark and muddy. Is that what you
mean by "doesn't leave the pigments alone?"
Josh
Tom Melly wrote:
> I want to make a pigment of 3 mandelbrots, each one positioned differently,
> at different rotations and scales.
>
> I have my mandel pigs, but I can't work out how to lay them on top of each
> other.
>
> Essentially, I want to use the average function - e.g.
>
> pigment{
> average
> pigment_map{
> [basepig]
> [man1]
> [man2]
> [man3]
> }
> }
>
> The trouble with this is that it doesn't leave the pigments alone. How do I
> accomplish this? (btw the areas outside the man. set are rgbt 1).
>
> At the moment, my kludge is to lay 3 separate objects on top of each other,
> each one given a different mandel pig.
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
"He who hebetates is last."
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"Josh English" <eng### [at] spiritone com> wrote in message
news:3A9### [at] spiritone com...
> When averaging pigments, I find it's helpful to create color maps with
entries
> greater than 1 to keep the colors from getting dark and muddy. Is that
what you
> mean by "doesn't leave the pigments alone?"
>
Yep - BTW, the layered texture didn't work ("can't layer over layered
texture"). Would a non-averaging average pattern (if you see what I mean) be
possible?
Then, it would be easy to layer pigment, so to speak, as opposed to whole
textures.
Feature request?
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Tom Melly <tom### [at] tomandlu co uk> wrote:
: Yep - BTW, the layered texture didn't work ("can't layer over layered
: texture").
How can this be possible? A mandel pigment is not a layered texture.
--
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););} /*- Warp -*/
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In article <3a965daa$1@news.povray.org>, "Tom Melly"
<tom### [at] tomandlu co uk> wrote:
> Yep - BTW, the layered texture didn't work ("can't layer over layered
> texture").
You mean "Can't layer over patterned texture"? That one is a pain with
complex textures...
Are you sure you need patterned textures here? My example only used a
patterned pigment, which should work fine with texture layers. Could you
post the code?
> Would a non-averaging average pattern (if you see what I mean) be
> possible?
I've considered doing add, multiply, divide, etc...I was planning to do
these along with my layered texture effects patch, which would allow you
to specify how each layer affects the underlying layers, but which I
never got working properly.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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"Warp" <war### [at] tag povray org> wrote in message
news:3a9678ad@news.povray.org...
> Tom Melly <tom### [at] tomandlu co uk> wrote:
> : Yep - BTW, the layered texture didn't work ("can't layer over layered
> : texture").
>
> How can this be possible? A mandel pigment is not a layered texture.
>
It is if you apply Rune's (IIRC) fur texture to each pigment used. I'm sure
there is an elegant solution to my problem (splitting Rune's texture macro
into seperate pigment and normals and finishes for instance), but this is
for the IRTC so I've gone for the quick kludge (3 objects on top of each
other).
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"Chris Huff" <chr### [at] mac com> wrote in message
news:chrishuff-FE1FA1.10073623022001@news.povray.org...
> You mean "Can't layer over patterned texture"? That one is a pain with
> complex textures...
> Are you sure you need patterned textures here? My example only used a
> patterned pigment, which should work fine with texture layers. Could you
> post the code?
>
The code I've got or the code I want? ;) See my reply to Warp for more
details. I've worked out (at least in my head) many elegant solutions, but
time is a-running out so I've gone for the kludge (IRTC).
>
> > Would a non-averaging average pattern (if you see what I mean) be
> > possible?
>
> I've considered doing add, multiply, divide, etc...I was planning to do
> these along with my layered texture effects patch, which would allow you
> to specify how each layer affects the underlying layers, but which I
> never got working properly.
Shame!
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