|
|
"Bald Eagle" <cre### [at] netscapenet> wrote:
>
> Not to make this any more complex, but as it's in my my mind, I'll
> mention/ask it. Can media have pigments/textures that have filter /
> transmit /_reflectance_?
>
Nope, as far as I know. (I'm not sure what 'reflectance' of the media itself
would even look like-- athough it *is* an intriguing idea.) Reflection can be
added to the media *object*-- but since that container is usually invisible
(rgbt 1.0), I don't know if reflections would even show up; I've never tried it.
Probably not what you meant anyway. As far as filter/transmit goes,
color-filtering can be done in the density-statement's color_map. I.e., instead
of using a single red-ish media like
emission 1.5*<.3,1,.5>
and a density color_map with just float values and no actual colors, you can
'reverse' that. Like...
emission 1.5
density{
spherical
color_map{
[0.0 rgb <.3,1,.5>] // red-ish
[0.25 rgb <.3,1,.5] // ditto
[0.25 rgb 0] // NO media-- i.e., transparent
[0.75 rgb 0] // ditto
[0.75 rgb <.2,.2,1>] // blue-ish
[1.0 rgb <.2,.2,1>] // ditto
}
}
warp{turbulence .5 omega .6}
The color_map itself controls the 'filtering' and the transparency of certain
parts of the media. Since this color_map by itself is just concentric shells of
colors and transparency-- basically showing only red-ish media on the outside--
something like turbulence is needed to 'stir it up', in order to see some of the
inner media and the transparent areas.
Post a reply to this message
|
|