Reference:Pigment Map
In addition to specifying blended colors with a color map you may create a blend of pigments using a pigment_map
. The syntax for a pigment map is identical to a color map except you specify a pigment in each map
entry and not a color. New in version 3.8 non-linear pigment map interpolation support has been added.
The syntax for pigment_map
is as follows:
PIGMENT_MAP: pigment_map { PIGMENT_MAP_BODY } PIGMENT_MAP_BODY: PIGMENT_MAP_IDENTIFIER | [BLEND_MAP_MODIFIERS...] PIGMENT_MAP_ENTRY... BLEND_MAP_MODIFIERS: blend_mode BLEND_MODE | blend_gamma FLOAT BLEND_MODE: 0 | 1 | 2 | 3 PIGMENT_MAP_ENTRY: [ Value PIGMENT_BODY ]
Where Value
is a float value between 0.0 and 1.0 inclusive and each PIGMENT_BODY is anything which can be inside a pigment{...}
statement. The pigment
keyword and {}
braces need not be specified.
The possible values for blend_mode
and their descriptions are as follows:
- 0: Color interpolation is performed in the working gamma space as defined by
assumed_gamma
(default) - 1: Color interpolation is performed in the linear color space
- 2: Color interpolation is performed in the gamma space defined by
blend_gamma
(default is 2.5) - 3: Chromatic interpolation is performed in the linear space while brightness interpolation is performed in the gamma space defined by
blend_gamma
Note: The []
brackets that are part of the actual PIGMENT_MAP_ENTRY should not confused with the symbols denoting optional syntax.
In previous versions there had to be from 2 to 256 entries in the map. A Change in version 3.8 has removed the upper restriction.
Here's a simple example:
sphere { <0,1,2>, 2 pigment { gradient x //this is the PATTERN_TYPE pigment_map { [0.3 wood scale 0.2] [0.3 Jade] //this is a pigment identifier [0.6 Jade] [0.9 marble turbulence 1] } } }
When the gradient x
function returns values from 0.0 to 0.3 the scaled wood pigment is used. From 0.3 to 0.6 the pigment identifier Jade is used. From 0.6 up to 0.9 a blend of Jade and a turbulent marble is used. From 0.9 on up only the turbulent marble is used.
Pigment maps may be nested to any level of complexity you desire. The pigments in a map may have color maps or pigment maps or any type of pigment you want. Any entry of a pigment map may be a solid color however if all entries are solid colors you should use a color_map
which will render slightly faster.
Entire pigments may also be used with the block patterns checker
, hexagon
and brick
as shown below:
pigment { checker pigment { Jade scale .8 } pigment { White_Marble scale .5 } }
Note: In the case of block patterns the pigment
wrapping is required around the pigment information.
A pigment map is also used with the average
pigment type. See Average for details.
You may not use pigment_map
or individual pigments with an image_map
. See section Texture Maps for an alternative way to do this.
You may declare and use pigment map identifiers but the only way to declare a pigment block pattern list is to declare a pigment identifier for the entire pigment.
See also: Color Maps.