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Thomas de Groot <tho### [at] degrootorg> wrote:
> - A comprehensive demo scene file
> - An investigation/implementation of Real World dimensions (should have
> started with that, but you know of it goes...)
> - Additional xxxGranite.inc files to be fed to the macro
So I was playing with a scene for editing the material's color_map, and in
addition to the inc file stuff, I noticed that you had removed all of the macro
parameters.
I think that works really nicely, so far.
On the one hand, I like the #undef stuff at the end, but with what I'm doing
with variations on the same theme, I noticed that that causes me to have to
redeclare any macro parameters before each call. No big deal - I can work with
that.
But I'm thinking if it doesn't change anything, maybe have it work like
Granite_21 (optional parameters_persist)
(default is no)
and then #if (parameters_persist) would govern macro section 7
I have some things laid out with to-scale rulers, and with respect to the SSLT
I'm wondering what I should do to indicate the - depth - of the translucency
effect. I'm not sure that I know of an equation / documentation / diagram for
calculating / estimating the effect given an rgb 1 light_source and material
thickness.
I'm going to try to figure out a way to get as much useful visual info into the
scene, but minimize the long render time effect of the SSLT.
Perhaps as a lead-in to the documentation, you could just briefly comment on the
layout and purpose of the macro parts - the masks and such?
Thanks,
- Bill
Attached is highlighting 2 color_map entries in green, and then replacing them
with black. Just a little macro to make it easier to do from within the scene
file.
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Attachments:
Download 'graniteeditor.png' (223 KB)
Preview of image 'graniteeditor.png'
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