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a few more edits
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mclarekin committed Oct 24, 2020
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18 changes: 9 additions & 9 deletions mandelbulber2/manual/chapters/materials.tex
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Expand Up @@ -59,15 +59,15 @@ \subsection{Editing parameters of materials}\label{materials-parameters}\index{m

\subsection{Gradients}\label{materials-gradients}

Gradients can be applied to fractal objects. If material with gradients is assigned to a primitive object, then gradient will be ignored and the plain color is used instead (parameter \emph{Surface color}) -- see figure \ref{materials_gradient_on_primitive}
Gradients can be applied to fractal objects. If a material with gradients is assigned to a primitive object, then the gradient will be ignored and the plain color is used instead (parameter \emph{Surface color}) -- see figure \ref{materials_gradient_on_primitive}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradients_on_primitives.png}
{Gradient applied to fractal and primitive objects}
{materials_gradient_on_primitive}{h}

\subsubsection{Gradient editor}\label{materials-gradient-editor}

For every parameter which uses a gradient there is the same type of gradient editor. A Gradient can have up to 100 intermediate colors. The first and the last color are always the same, because the gradient is repeated in a loop.
For every parameter which uses a gradient there is the same type of gradient editor. A gradient can have up to 100 intermediate colors. The first and the last color are always the same, because the gradient is repeated in a loop.

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_editor.png}
{Gradient editor}
Expand Down Expand Up @@ -135,18 +135,18 @@ \subsubsection{Gradient common options}\label{materials-gradient-common-options}

\subsubsection{Coloring orbit trap algorithms}\label{materials-coloring-0rbi-trap-algorithms}

Option \emph{Coloring algorithm} allows selection of the algorithm which will be used to distribute colors. These algorithms use particular properties of the fractal calculation (results of orbit trap algorithms)\index{orbit trap}
Option \emph{Coloring algorithm} allows the selection of the orbit trap algorithm which will be used to distribute colors. These algorithms use particular properties of the fractal calculation (results of orbit trap algorithms)\index{orbit trap}

\begin{description}
\item[Standard] -- color index is calculated as a length of z vector
\item[Standard] -- color index is calculated as the length of z vector
\begin{center}
\(c = |z|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_standard.png}
{Standard coloring algorithm}
{material-coloring-standard}{H}

\item[orbit trap: z.Dot(point)] -- color index is calculated as a dot product of z vector and point coordinates
\item[orbit trap: z.Dot(point)] -- color index is calculated as the dot product of z vector and point coordinates
\begin{center}
\(c = |z \cdot p|\)
\end{center}
Expand All @@ -155,15 +155,15 @@ \subsubsection{Coloring orbit trap algorithms}\label{materials-coloring-0rbi-tra
{material-coloring-zdotpoint}{H}

\pagebreak
\item[orbit trap: Sphere] -- color index is calculated as distance of z vector from sphere of radius defined by parameter \emph{Orbit trap sphere radius}
\item[orbit trap: Sphere] -- color index is calculated as the distance of z vector from a sphere of the radius defined by the parameter \emph{Orbit trap sphere radius}
\begin{center}
\(c = ||z - p|-r|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_sphere.png}
{orbit trap: Sphere coloring algorithm}
{material-coloring-sphere}{H}

\item[orbit trap: Cross] -- color index is calculated as distance of z vector from orbit trap of cross shape
\item[orbit trap: Cross] -- color index is calculated as the distance of z vector from a cross shape orbit trap
\begin{center}
\(c = \mathrm{min}(|z.x|, |z.y|, |z.z|)\)
\end{center}
Expand All @@ -172,7 +172,7 @@ \subsubsection{Coloring orbit trap algorithms}\label{materials-coloring-0rbi-tra
{material-coloring-cross}{H}

\pagebreak
\item[orbit trap: Line] -- color index is calculated as distance of z vector from line defined by \emph{Orbit trap line direction vector}
\item[orbit trap: Line] -- color index is calculated as the distance of z vector from a line defined by \emph{Orbit trap line direction vector}
\begin{center}
\(c = |z \cdot d|\)
\end{center}
Expand All @@ -187,7 +187,7 @@ \subsubsection{Coloring orbit trap algorithms}\label{materials-coloring-0rbi-tra

\subsubsection{Gradient for surface color}\label{materials-surface_color-gradient}

Gradient for \emph{surface color} defines color channel of the fractal surface. It is the default method of coloring fractals.
Gradient for \emph{surface color} defines the color channel for the fractal surface. It is the default method of coloring fractals.

\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_standard.png}
{Color gradient for fractal surface}
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finished for tonight. Will do some more tomorrow

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