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Finished chapter about gradients
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buddhi1980 committed Oct 23, 2020
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43 changes: 41 additions & 2 deletions mandelbulber2/manual/chapters/materials.tex
Original file line number Diff line number Diff line change
Expand Up @@ -154,6 +154,7 @@ \subsubsection{Coloring orbit trap algorithms}\label{materials-coloring-0rbi-tra
{orbit trap: z.Dot(point) coloring algorithm}
{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}
\begin{center}
\(c = ||z - p|-r|\)
Expand All @@ -170,6 +171,7 @@ \subsubsection{Coloring orbit trap algorithms}\label{materials-coloring-0rbi-tra
{orbit trap: Cross coloring algorithm}
{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}
\begin{center}
\(c = |z \cdot d|\)
Expand Down Expand Up @@ -207,20 +209,58 @@ \subsubsection{Gradient for diffuse}\label{materials-diffuse-gradient}
{Gradient for diffusion channel}
{material-color-gradient-diffuse}{H}

\pagebreak
\subsubsection{Gradient for luminosity}\label{materials-luminosity-gradient}
Gradient for \emph{luminosity} defines intensity of luminosity channel. This property has effect when \emph{luminosity} parameter has value greater than zero. More details about luminosity are in chapter \ref{materials-luminosity}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_luminosity.png}
{Gradient for luminosity channel with enabled Monte Carlo Global Illumination and luminosity = 10}
{material-color-gradient-luminosity}{H}

\subsubsection{Gradient for roughness}\label{materials-roughness-gradient}

Gradient for \emph{luminosity} defines intensity of roughness effect. This property has effect when \emph{Rough surface} is enabled. More details about roughness are in chapter \ref{materials-roughness}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_roughness.png}
{Gradient for roughness intensity}
{material-color-gradient-roughness}{H}

\pagebreak
\subsubsection{Gradient for reflectance}\label{materials-reflectance-gradient}

Gradient for \emph{reflectance} defines amount and color of reflected light. This property has effect when \emph{Reflectance} parameter is greater than zero. More details about reflectance are in chapter \ref{materials-reflectance}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_reflectance.png}
{Gradient for reflectance color and intensity}
{material-color-gradient-reflectance}{H}

\subsubsection{Gradient for transparency}\label{materials-transparency-gradient}

Gradient for \emph{transparency} defines color of transparency and opacity. This property has effect when \emph{Transparency} parameter is greater than zero.
It recomended to use bright colors in the gradient for transparency. More details about transparency are in chapter \ref{materials-transparency}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_transparency_bright.png}
{Gradient for transparency color - example of bright colors to get high transparency}
{material-color-gradient-transparency-bright}{H}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_transparency.png}
{Gradient for transparency color}
{material-color-gradient-transparency}{H}

\subsection{Surface color}\label{materials-surface_color}

\subsection{Shading}\label{materials-shading}

\subsection{Specular highlights}\label{materials-specular}

\subsection{Luminosity}\label{materials-luminosity}

\subsection{Roughness}\label{materials-roughness}

\subsection{Reflectance}\label{materials-reflectance}

\subsection{Transparency}\label{materials-transparency}

\subsection{Common options for textures}\label{materials-textures}

\subsection{Advanced color parameters}\label{materials-advanced-color-parameters}
Expand Down Expand Up @@ -269,7 +309,6 @@ \subsubsection{Normal Mode Color(single formula mode and boolean mode}\label{mat

This is calculated as the addition of three parts

\filbreak
\begin{lstlisting}
case coloringFunctionABox:
colorIndex = aux.color * 100
Expand Down Expand Up @@ -306,7 +345,7 @@ \subsubsection{Color by numbers}\label{materials-color-by-numbers}
\textbf{Initial colorValue}. Default is 0.0, increasing this allows for the use of negative colorValues.

\textbf{ColorValue Initial Conditions Components}
By default all points have an initial colorValue of 0.0. Here it is possible to change the initial colorValue based on the coordinates of the original point "c", (using radius_c and c.x, c.y & c.z.) Coloring can be applied using these functions alone or with other functions.
By default all points have an initial colorValue of 0.0. Here it is possible to change the initial colorValue based on the coordinates of the original point "c", (using radius\_c and c.x, c.y \& c.z.) Coloring can be applied using these functions alone or with other functions.

\textbf{Orbit trap component}. Apply a weight to the orbit trap output colorMin.

Expand Down

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