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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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"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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