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dan wrote:
>
> Explanation: to generate realistic range images I need to create a Z based
> pigment using the 'gradient' pigment modifier.
>
> Problem: 'gradient' wraps from 0 to 1 continuously based upon a modulo
> operation on Z, i.e. 'gradient' = fmod(z,1.0) where fmod = "floating point
> remainder" in VC6++ (see pattern.c, void gradient for more details)
>
> Question: how do I force or modify gradient z so that it is valid only
> from 0<Z<1 and gradient z = 0 otherwise? If we can answer this question,
> then creating random dot stereograms and producing other such range imagery
> will become faster and more realistic using povray. My only alternative at
> this point is to clip the scene, which causes a 10X increase in compute
> time.
>
> #declare DepthMapTexture = texture {
> pigment {
> gradient z // this little fellow keeps wrapping around with
> increased z, i want to make him
> color_map { // stop wrapping and return 0 when z > 1 and z < 0.
> [0.0 color Black]
> [1.0 color Red] }
> scale 40
> }
> finish{ambient 1.0 diffuse 0.0}
> }
>
> Many Thanks! dan
Does 'planar' do what you want?
PoD
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