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So, I'm tired, and my eyeballs hurt, so I sought out some
isobutylphenylpropionic acid and a gin & tonic.
Warp and clipka always went at it with gusto! :D
We should email Warp and drag him back in....
I think, if we're going to play with these things, and be able to reliably and
usefully understand WTH is going on, then some sort of visual correspondence
roadmap ought to be made.
Consider:
A box has a pigment with 2 image_maps, blended in a pigment_map, illuminated by
a light source, rendered by POV-Ray, displayed on a monitor, and seen by you.
Each of those things has a gamma associated with it.
My idea is to start with a point on the light source graph, draw a line to the
object graph, then the monitor, then the observer.
I'm almost over here crying with laughter, because I can just hear my girlfriend
now:
"And this.... ***THIS*** is what you do ..... for "fun" ???!"
Let the games begin.
=================================================================
The new tone-adjusting formulas are:
#declare SRGB_Encode = function (C, M) {
select (C-0.0031308, C*12.92*M, C*12.92*M, (1.055 * pow (C, 1/2.4) - 0.055)*M)
}
#declare SRGB_Decode = function (C, M) {
select (C-0.040449936, C/12.92, pow ((C+0.055)/1.055, 2.4)*M)
}
using M as a multiplier. Looks like it works correctly, even with M > 1.
Perhaps it's not "right", but it's the way I envisioned its usage.
The gradients are made with the following syntax:
Note the gray in the interpolation across the 0 saturation region.
This is what Jerome was pointing out in that thread.
box {<0, 0, 0> <1, 0.25, 0.01>
pigment {gradient x
pigment_map {
blend_gamma 1
blend_mode 2
[0 rgb <1, 0, 1>]
[1 rgb <0, 1, 0>]
}
}
scale <6.5, 1, 1>
}
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