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I've been using a `sky' with all 8 primary colors arranged at the
vertices of a cube, with black at the nadir, RGB below the `horizon',
CMY above the `horizon', and white at zenith. (See the link below for
some examples.)
I'd like to do the same thing on an object, using layered slope
functions, but it's not working. I tried:
pigment {
slope x
color_map { [ 0 rgbt <1,1,1,1> ] [ 1 rgbt <1,0,0,0> ] }
}
pigment {
slope y
color_map { [ 0 rgbt <1,1,1,1> ] [ 1 rgbt <0,1,0,0> ] }
}
pigment {
slope z
color_map { [ 0 rgbt <1,1,1,1> ] [ 1 rgbt <0,0,1,0> ] }
}
I didn't expect this to come out perfect on the first try, but I didn't
expect to see nothing but blue, either.
--
Anton Sherwood, http://www.ogre.nu/doodle.html
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On Sat, 18 May 2002 03:42:32 -0500, Anton Sherwood wrote:
> I've been using a `sky' with all 8 primary colors arranged at the
> vertices of a cube, with black at the nadir, RGB below the `horizon',
> CMY above the `horizon', and white at zenith. (See the link below for
> some examples.)
>
> I'd like to do the same thing on an object, using layered slope
> functions, but it's not working. I tried:
If that is the code you were using, you weren't layering the textures,
just changing the pigment. Anyway, a better solution might be to use an
average pigment of opaque pigments similar to these. Use color values >1
so the averaging takes it back down to a reasonable value.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: <chr### [at] tagpovrayorg>
WWW: http://homepage.mac.com/chrishuff/
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Christopher James Huff wrote:
> If that is the code you were using, you weren't layering the textures,
> just changing the pigment. Anyway, a better solution might be to use
> an average pigment of opaque pigments similar to these. Use color
> values >1 so the averaging takes it back down to a reasonable value.
Thank you, that worked. http://www.ogre.nu/images/icos1.jpg
--
Anton Sherwood, http://www.ogre.nu/
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