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"Leroy" <whe### [at] gmailcom> wrote:
> I'd like to see your code. If I was going to use it to test a color map I'd put
> it on a plane. Then while testing I could move the pattern around.
Sure thing.
Luckily it was a short file and I can just paste it here.
With regard to viewing the color map with a "linear pattern" - the problem I
always had/have with adjusting some of the patterns is that I want to adjust a
certain _part_ of it, and I don't know which part I'm trying to adjust. With
wood, for instance, if I want MORE of a certain tone, do I put that in the
center of the color map, or the "ends" at 0 or 1? Because some of these
patterns don't get distributed proportionally.
So that's why I wanted to plot the numerical values to _see_ what the
distribution was in the pattern itself, not the color map that then gets
re-distributed from the native "linear" definition.
#version 3.7;
/*
Value mapping of pigment patterns to show map values in 0.1 increments
Bill Walker "Bald Eagle" April 2018
*/
global_settings {
assumed_gamma 1.0
}
#include "colors.inc"
sky_sphere {pigment {rgb <1, 1, 1>*0.2}}
camera {
location <0, 0, -100> // position & direction of view
look_at <0, 0, 0>
right x*image_width/image_height // horizontal size of view
up y // vertical size of view
}
light_source {<10, 80, 25> color White}
// define textures with numbers from 1 - 10, and use these numbers as textures
in pigment map for wood
#declare Num = array [10];
#for (N, 0, 9)
#declare Num[N] = text {ttf "arialbd.ttf" chr(48+N) 100, 0 translate <0, 0,
-50>}
#end
#declare T = array [10];
#for (N, 0, 9)
#declare Current = CHSV2RGB(<N*36, 1, 1>);
#declare T[N] =
pigment {
pigment_pattern {
object {Num[N]} // 1, 0}
warp {repeat x}
warp {repeat y}
}
pigment_map {
[0.0 rgbft Current]
//[0.9 rgbft Current]
[1.0 rgb 0]
}
scale 0.025
}
#end
/*
#for (N, 0, 9)
box {<0.1, 5*N, 0>, <50, 5*(N+1), 0.2>
texture {T[N]}
}
#end
*/
#declare NR_wood_grain =
pigment {
wood
warp {cylindrical orientation y dist_exp 1}
warp {turbulence 1.25}
scale <0.5, 30, 1>
warp {turbulence 0.25}
scale <1, 10, 1>
warp {
black_hole <0, 0.5, 0>, 1
falloff 2
strength 1.5
repeat 7
turbulence 2
inverse
}
pigment_map {[0 rgb 0] [1 rgb 1]}
}
#declare NR_Wood =
texture {
pigment_pattern {NR_wood_grain}
texture_map {
#for (N, 0, 0.9, 0.1)
[N T[N*10] ]
[N+0.1 T[N*10] ]
//#debug concat ( " N = ", str (N, 3, 1), " N+0.1 = ", str (N+0.1, 3, 1),
" N*10 = ", str (N*10, 3, 1), "\n")
#end
}
triangle_wave
}
box {<-50, -40, 0.1>, <50, 40, 0.2> //translate -x*25 translate x*B*60
texture {
NR_Wood
scale 60
}
}
//box {<-25, -25, 0.1>, <25, 25, 0.2> texture {NR_Wood scale 10} }
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