color_map creator for POV-Ray
Kevin Reeves, 1998.
lithiumfox@aol.com

description: a fairly simple utility that can be used to generate
		infinite color_map 's for pigments and textures
		in POV-Ray.

if you find this program useful, tell me and make me happy..
if you find bugs or get ideas for new programs/features tell me.

read the program's startup screen for general instructions.

last minute notes:

-blend factor constant:
	the blend factor is used when the 'blend' option is active.
	It is basically the wieght given to the previous color
	value vs. the new one.  It averages the color component values
	in or between ranges, making them more similar, according
	to the following equation:

	nb = new blended color component value
	o = old color component value
	n = new color component value
	bf = blending factor

	nb = [(o * bf) + n] / (1 + bf)

	blending factor has a range of [0-10+].
	Zero means no blend (old value has no influence),whereas
	a value of 10, 11, etc. basically means the old value has
	so much weight that the new value IS the old value.
	1, the default value, is a normal average (1:1 ratio).

	to change the blending factor:

		I was too lazy to add a new data entry field so
		in the blue color component upper limit box (the
		furthest right and down of the 6 fields), after
		the actual value of the blue upper limit, place a
		carat sign ( ^ ) and then the new blending factor.
		example:

			0	0	0
			1	1	1^1.5

		for a blending factor of 1.5. This will remain the
		value until it is changed or program is restarted.

-color/intensity:
	the red, green, blue color component limits can control
	both color and intensity.  Amplitude/magnitude of the value
	defines the intensity/brightness, whereas the ratio of the
	red and green and blue values defines the actual color.
	White is 1, 1, 1  where all colors are equal and brightest.
	Black is 0, 0, 0  where all colors are "equal" but none
	has any brigtness.  Say you want to make a complex color_map
	of dark greys for your granite texture.  First set number of
	layers to 4 or 5, then enter something like the following
	in the limit boxes:

			.2	.2	.2
			.4	.4	.4

	each color component has an equal chance, but none of them
	can exceed .4 in brightness, so it will be greyish rather
	than white.  now say you want a simpler grey color_map but
	this time with a blueish overtone.  First set layers to 2,
	then:

			.2	.2	.35
			.4	.4	.5

	since .5 and .4 are the greatest magnitudes the color will
	still be darkish, but because the blue range is more limited
	to higher values relative to the red and green, the resulting
	greys should be slightly more blueish.

-manual editing:
	obviously the program's output is pretty random.  Tweak the
	values of the map you've created by hand until you get exactly
	what you want.