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Here's an idea for a (simple, I think) texturing feature. It would
give the ability to adjust resulting rgb values where they are
produced (essentially in pigments and textures). Example :
I need to repeat several wooden planks, and want to change
slightly their brightness, randomly. Usually, I would do
that using ambient, but it is unpractical, and has annoying
consequences (if I use radiosity, etc..). My idea is to do it
that way :
pigment {wood color_map {WoodMap}
rgb_adjust <r,g,b>*(1+rand(r1)*.1)
}
Other formulaes could be used to adjust contrast, hue, apply
some color filter... without messing with other settings which
are not designed to do that. Much easier than messing with
the color_map, especially if it was generated externally.
And it would also work with any complex texture :
texture {VeryComplexTexture scale.. rotate .. rgb_adjust <r*.5,g,b>}
...which would dim the Red channel at each point of the texture.
Fabien.
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