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Zeger Knaepen wrote:
> "Rune" <run### [at] runevisioncom> wrote in message
> news:428c3e26$1@news.povray.org...
>> Zeger Knaepen wrote:
>>> Is there a fast way to combine pigments in an additive way?
>>
>> As fast as average. Use average, while multiplying all colors (or
>> alternatively the ambient and diffuse values) with the number of
>> pigments being averaged.
>
> That's how I did it, but it results in different shades of gray when
> I used more than one hue. But Slime's macro worked, so maybe this
> will become a fully functional lensflare-system, someday :)
Slime's macro can be used for creating pigments that are added to what is
*behind* the object surface. But if you want to also add several of these
pigments to *each other*, while still using one object surface only, then
you can still use an average where you multiply all colors (or ambient and
diffuse values) with the number of pigments being averaged.
So if you use both Slime's macro for the colors *and* the average trick,
then you can have several pigments that are additive *both* to the
background *and* to each other. :)
Example:
plane {-z, 0
pigment {checker rgb 0.3, rgb 0.7}
finish {ambient 1 diffuse 0}
translate 10*z
}
plane {-z, 0
pigment {
average
pigment_map {
[1, spherical color_map {[0 transmit 0.99][0.3,rgbt <1,0,0,0.99>]}
translate < 0.6, 0.0,0>]
[1, spherical color_map {[0 transmit 0.99][0.3,rgbt <0,1,0,0.99>]}
translate <-0.3, 0.5,0>]
[1, spherical color_map {[0 transmit 0.99][0.3,rgbt <0,0,1,0.99>]}
translate <-0.3,-0.5,0>]
}
}
finish {ambient 100*3 diffuse 0}
translate 3*z
}
Rune
--
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rune|vision: http://runevision.com
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