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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> > I ever split it into 3 functions. But re-composite them using this code the
> > result is weird.
> >
> > I often using it to create two color image.
>
>
> I agree to Kenneth - very cool methods - and thanks for the code.
> With 3 functions I got this nice image ("glasses" from Hall of Fame as input).
>
> Norbert
Actually I don't know how you blend 3 colors to this.
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 3-3-2018 14:09, And wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> On 3-3-2018 1:43, Kenneth wrote:
> >>> VERY cool. I like both images. Thanks for the interesting code.
> >>>
> >>> With some appropriate functions maybe-- to split the original color image into 3
> >>> functions-- you might be able to do all three *color* channels in a similar way,
> >>> for a painterly 'pointilism' effect.
> >>>
> >>
> >> It is a bit like your airbrush.
> >>
> >> --
> >> Thomas
> >
> > I'd like to see.
> >
>
>
http://news.povray.org/povray.binaries.images/thread/%3C48295282%40news.povray.org%3E/
>
> --
> Thomas
Really like.
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Thomas de Groot <tho### [at] degrootorg> wrote:
> >>
> >> It is a bit like your airbrush.
> >>
> >> --
> >> Thomas
> >
> > I'd like to see.
> >
>
>
http://news.povray.org/povray.binaries.images/thread/%3C48295282%40news.povray.org%3E/
>
I had forgotten that! :-O Thanks for the reminder.
BTW, re: the discussion there of 'bending the slopes of height_fields': It can
be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
by purposely changing the gamma of the image that's used to make the HF. That
effectively changes the otherwise 'linear' slope of HF contours to more of a
curve. For example, HF mountains made this way look more natural to my eye--
like the mountain's slopes have naturally eroded. (There's also a HF difference
between images SAVED at different gamma values, for the same reason-- 1.0 being
a linear slope, 2.2 being more of a curve.)
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On 04/03/2018 14:51, Kenneth wrote:
> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
> by purposely changing the gamma of the image that's used to make the HF
I'll put the kettle on for a pot of tea. While I await clipka's reply. ;-)
--
Regards
Stephen
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"Kenneth" <kdw### [at] gmailcom> wrote:
>
> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> be done in an alternate way now, using POV-Ray's 'blend gamma' feature...
Actually, 'blend_gamma' is for blending a pigment_map (or color_map)...
3.6.1.1.3 Pigment Map--
"New in version 3.7.1 non-linear pigment map interpolation support has been
added."
There's also the newer gamma feature for image_maps at
3.6.2.6.1 Specifying an Image Map
.... which is what I was referring to.
But *both* can be used for some interesting HF effects.
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"And" <49341109@ntnu.edu.tw> wrote:
> Actually I don't know how you blend 3 colors to this.
Hi,
I used this little scene -
#version 3.7;
global_settings {
assumed_gamma 1
max_trace_level 5
noise_generator 2
}
#include "stdinc.inc"
background {color rgb 1}
camera {
orthographic
location -z
right image_width*x
up image_height*y
look_at 0
}
#declare p_original =
function {
pigment {
image_map {jpeg "glasses" gamma 2.2}
translate -0.5
scale <image_width,image_height,1>
}
}
#declare p_o_x = function {p_original (x,y,z).x}
#declare p_o_y = function {p_original (x,y,z).y}
#declare p_o_z = function {p_original (x,y,z).z}
#declare p_modify1 =
pigment {
average
pigment_map {
[1 function {p_o_x (x,y,z)}
pigment_map {
#for (i, 0, 255)
[i/255 bumps
scale 2 // 1/input_wide_res
scale 0.8
rotate <0,0,20>
color_map {
[0.2+0.6*(1-pow
(i/255,1/3)) srgbt <0,0,0,0.1>]
[0.2+0.6*(1-pow
(i/255,1/3)) srgbt <3,0,0,0.9>]
}
]
#end
}
]
[1 function {p_o_y (x,y,z)}
pigment_map {
#for (i, 0, 255)
[i/255 bumps
scale 2 // 1/input_wide_res
scale 0.8
rotate <0,0,20>
color_map {
[0.2+0.6*(1-pow
(i/255,1/3)) srgbt <0,0,0,0.1>]
[0.2+0.6*(1-pow
(i/255,1/3)) srgbt <0,3,0,0.9>]
}
]
#end
}
]
[1 function {p_o_z (x,y,z)}
pigment_map {
#for (i, 0, 255)
[i/255 bumps
scale 2 // 1/input_wide_res
scale 0.8
rotate <0,0,20>
color_map {
[0.2+0.6*(1-pow
(i/255,1/3)) srgbt <0,0,0,0.1>]
[0.2+0.6*(1-pow
(i/255,1/3)) srgbt <0,0,3,0.9>]
}
]
#end
}
]
}
}
plane {
z, 10
pigment {p_modify1}
finish {emission 1}
}
Norbert
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Stephen <mca### [at] aolcom> wrote:
> On 04/03/2018 14:51, Kenneth wrote:
> > BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> > be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
> > by purposely changing the gamma of the image that's used to make the HF
>
> I'll put the kettle on for a pot of tea. While I await clipka's reply. ;-)
>
I didn't mean to 'abuse the gamma', honest, cross my heart... but one thing led
to another, and uh... the Devil made me do it... :-P
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On 4-3-2018 15:51, Kenneth wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>>>>
>>>> It is a bit like your airbrush.
>>>>
>>>> --
>>>> Thomas
>>>
>>> I'd like to see.
>>>
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3C48295282%40news.povray.org%3E/
>>
>
> I had forgotten that! :-O Thanks for the reminder.
:-)
>
> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
> by purposely changing the gamma of the image that's used to make the HF. That
> effectively changes the otherwise 'linear' slope of HF contours to more of a
> curve. For example, HF mountains made this way look more natural to my eye--
> like the mountain's slopes have naturally eroded. (There's also a HF difference
> between images SAVED at different gamma values, for the same reason-- 1.0 being
> a linear slope, 2.2 being more of a curve.)
>
Indeed. That is something I never really used purposefully but which you
do well to remind me of. Thanks!
I shall make a small test scene. A way for me to remember stuff.
--
Thomas
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On 4-3-2018 18:12, Norbert Kern wrote:
> #declare p_o_x = function {p_original (x,y,z).x}
> #declare p_o_y = function {p_original (x,y,z).y}
> #declare p_o_z = function {p_original (x,y,z).z}
>
I had thought to use:
#declare p_o_R = function {p_original (x,y,z).red}
#declare p_o_G = function {p_original (x,y,z).green}
#declare p_o_B = function {p_original (x,y,z).blue}
But that should yield the same thing I guess. I was going to code that...
--
Thomas
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On 04/03/2018 23:13, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 04/03/2018 14:51, Kenneth wrote:
>>> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
>>> be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
>>> by purposely changing the gamma of the image that's used to make the HF
>>
>> I'll put the kettle on for a pot of tea. While I await clipka's reply. ;-)
>>
>
> I didn't mean to 'abuse the gamma', honest, cross my heart... but one thing led
> to another, and uh... the Devil made me do it... :-P
>
>
>
Yes the devil finds work... ;-)
--
Regards
Stephen
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