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On 3/14/23 04:17, Kenneth wrote:
> There is also something in the link below that proved useful to*me* in 2020
> (near the end of the thread), about pigment_pattern vs image_pattern, with the
> former actually being more 'user-friendly' when coding complex textures. Near
> the middle of the thread, IVE mentioned the reason, in response to a question I
> had (not about height_fields though.)
Thanks for the pointer! I vaguely remember the thread and I gave it a
re-read. I've been playing with image_pattern vs image_map.
It certainly pays to defined a pigment containing either the image_map
or image_pattern once and to thereafter reference that pigment. If your
eventual use is 'grey' via pigment_pattern or a function's .gray I think
the two image inputs are mostly interchangeable. I see little
difference for storage. There looks to be a slight performance advantage
to using image_pattern in the once defined pigment especially with the
function's reference being then .red. The function wrapper itself
slightly slower the pigment_pattern.
FWIW. My test code is at the core roughly:
//---
#declare Pim = pigment { image_map { "as789.png" } }
#declare Pip = pigment { image_pattern { "as789.png" gamma srgb } }
#declare FPim = function { pigment {Pim} }
#declare FPip = function { pigment {Pip} }
#declare P000 = pigment {
// color Red
// image_map { "as789.png" }
// image_pattern { "as789.png" }
// Pim
Pip
//---
// pigment_pattern { Pim }
// pigment_pattern { Pip }
// function { FPim(x,y,z).gray }
// function { FPip(x,y,z).red }
// color_map { [0 red 0] [1 red 1] }
}
//---
Bill P.
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