POV-Ray : Newsgroups : povray.general : color_maps : back to basics : Re: color_maps : back to basics Server Time
25 Apr 2024 14:02:24 EDT (-0400)
  Re: color_maps : back to basics  
From: Leroy
Date: 15 Apr 2019 17:10:01
Message: <web.5cb4f29de0a4d32d4517dadb0@news.povray.org>
Alain <kua### [at] videotronca> wrote:
>
> Patterns like bumps/bozo/spotted, leopar, granite, wave/ripples and
> agate seems to use a sin like distribution.
>
> Patterns like gradient, onion, radial, boxed, spherical, planar,
> cylindrical and spherical use a ramp, or linear, distribution.
>
> wood use a triangular distribution.
>
> You can always use a different wave type if you want.
>
> When you just want to view some colour_map, it's bettrer to stick to the
> linear ones.

I agree with you on that. It is better to view color map in their linear form.
And Color Mapper does this as so does the Map Veiwer. What I like to know is...
would the slight difference in placement values have a big difference when
rendering.
 What lead me back to the color map was playing with all the patterns that come
with POV and a few hand made pattern functions. I was thinking of making a
windows program that would let you choose a pattern and let you set all the
things that modifies the pattern. There are a LOT of things that can modify a
pattern:) And at the base is the color map.
 Forgive me if I ramble a bit. I think of the color map more of a placement map.
That is pigment_map, texture_map, normal_map all can have the same placement
values with different things at 'em. So if you make a color_map you can
visualize any of the other maps.


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