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How can I make a texture with pigment of following components :
  red = function { FA(x,y,z) }
green = function { FB(x,y,z) }
 blue = function { FC(x,y,z) }
?
The problem is, IMHO that there is no ADDITIVE filter in color.
I tryed to use 3 texture layers but I don't know how to define colormaps ?
texture { pigment{function{..}} color_map{[0 rgb 0][1 rgb <1,0,0>]} }
texture { pigment{function{..}} color_map{[0 rgb 0][1 rgb <0,1,0>]} }
texture { pigment{function{..}} color_map{[0 rgb 0][1 rgb <0,0,1>]} }
using filter and/or transmit didn't work as I expected. How set them to get 
result :
if i.e. texture A pigment    = <1.0 ,0.5, 0.0>
    and texture B pigment    = <0.1 ,0.1, 0.7>
then final pigment for point = <1.1, 0.6, 0.7>
-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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In article <Xns### [at] 204 213 191 226>,
 "Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote:
> How can I make a texture with pigment of following components :
>   red = function { FA(x,y,z) }
> green = function { FB(x,y,z) }
>  blue = function { FC(x,y,z) }
> ?
> 
> The problem is, IMHO that there is no ADDITIVE filter in color.
> I tryed to use 3 texture layers but I don't know how to define colormaps ?
texture {average
    texture_map {
        [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 3, 0, 0>]}}
        [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 0, 3, 0>]}}
        [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 0, 0, 3>]}}
    }
}
-- 
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
 
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"Rafal 'Raf256' Maj" <raf### [at] raf256 com> schrieb im Newsbeitrag
news:Xns### [at] 204 213 191 226...
> How can I make a texture with pigment of following components :
>   red = function { FA(x,y,z) }
> green = function { FB(x,y,z) }
>  blue = function { FC(x,y,z) }
> ?
You try to use keywords as functionnames here that won't work IMO. You
should always use a capital letter to avoid that.
Does
#declare Red= function { FA(x,y,z) }
#declare Green = function { FB(x,y,z) }
#declare  Blue = function { FC(x,y,z)
...
 pigment{ rgb <Red, Green, Blue>}
not work? Or do I miss something obvious?
Marc-Hendrik
 
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Christopher James Huff wrote:
> 
> texture {average
>     texture_map {
>         [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 3, 0, 0>]}}
>         [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 0, 3, 0>]}}
>         [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 0, 0, 3>]}}
>     }
> }
That definitely won't work.  Better:
texture {average
  texture_map {
    [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 3, 0, 0>]}} ]
    [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 0, 3, 0>]}} ]
    [1 pigment{function{..} color_map{[0 rgb 0][1 rgb < 0, 0, 3>]}} ]
  }
}
Even better:
texture {
  pigment {
    average
    pigment_map {
      [1 function{..} color_map{[0 rgb 0][1 rgb < 3, 0, 0>]} ]
      [1 function{..} color_map{[0 rgb 0][1 rgb < 0, 3, 0>]} ]
      [1 function{..} color_map{[0 rgb 0][1 rgb < 0, 0, 3>]} ]
    }
  }
}
Christoph
-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 31 Dec. 2002 _____./\/^>_*_<^\/\.______
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"Marc-Hendrik Bremer" <Mar### [at] t-online de> wrote in 
news:3e160277@news.povray.org
> Does
> #declare Red= function { FA(x,y,z) }
> #declare Green = function { FB(x,y,z) }
> #declare  Blue = function { FC(x,y,z)
>  pigment{ rgb <Red, Green, Blue>}
> not work? Or do I miss something obvious?
I don't want 
pigment { rgb ... }
  but 
pigment { function { .... } color_map ...
-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
 
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"Rafal 'Raf256' Maj" <raf### [at] raf256 com> schrieb im Newsbeitrag
news:Xns### [at] 204 213 191 226...
> "Marc-Hendrik Bremer" <Mar### [at] t-online de> wrote in
> news:3e160277@news.povray.org
>
> > Does
> > #declare Red= function { FA(x,y,z) }
> > #declare Green = function { FB(x,y,z) }
> > #declare  Blue = function { FC(x,y,z)
> >  pigment{ rgb <Red, Green, Blue>}
> > not work? Or do I miss something obvious?
>
> I don't want
> pigment { rgb ... }
>   but
> pigment { function { .... } color_map ...
It doesn't work anyway. It's been a while since my last serious poving -
forgot a lot allready.
Regards,
Marc-Hendrik
 
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Christoph Hormann <chr### [at] gmx de> wrote in 
news:3E16045E.23919376@gmx.de
[...]
Thanks :)
Another colors question:
I have i.e. sphere rgb <1,0,0> behind a box rgb <0,1,0> and all this behind 
a wall rgb .3
Now I want color of pixel, that is on render output "inside" all 3 shapes 
(inside there projection on view port exacly) to have color :
<1,0,0> + <0,1,0> + .3 = <1.3,1.3,0.3>
so - box and wall will act just like "particle", in OGL it would be 
"additive-alpha" afair
-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
 
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POV-Ray doesn't have an additive alpha feature. All it has for alpha is
transparency and filtering. Additive effects can, however, be created with
emission media.
Nonetheless, I think an additive-alpha feature would be a good thing for a
patch...
 - Slime
[ http://www.slimeland.com/ ]
 
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"Slime" <slm### [at] slimeland com> wrote in news:3e1628dc@news.povray.org
> POV-Ray doesn't have an additive alpha feature. All it has for alpha
> is transparency and filtering. Additive effects can, however, be
> created with emission media.
> Nonetheless, I think an additive-alpha feature would be a good thing
> for a patch...
I agree, and it's very easy to implement imho.
-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
 
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Slime <slm### [at] slimeland com> wrote:
> Nonetheless, I think an additive-alpha feature would be a good thing for a
> patch...
  IMHO it should be more generic than just a specific "additive-alpha"
filter. This way you could get many other type of filters for free.
-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
 
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