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0.8.3:volumerendering [2022/04/08 09:53] – [Procedural Data] admin | 0.8.3:volumerendering [2022/04/08 10:06] (current) – [Gamut Mapping] admin | ||
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GorillaViewport1.Invalidate(); | GorillaViewport1.Invalidate(); | ||
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+ | ===== Gamut Mapping ===== | ||
+ | |||
+ | Gamut is a colored texture to define how 3D values will be colored. | ||
+ | Since 0.8.3.2265 this feature is available. | ||
+ | |||
+ | Here an example of a simple gradient gamut texture: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | |||
+ | TGorillaVolumetricMesh allows to configure the coloring method by some properties: | ||
+ | |||
+ | ^Property^Description^ | ||
+ | |Gamut|Texture used for mapping the 3D value during Raytracing| | ||
+ | |GamutMode|Defines when and how the value-color mapping happens. Here different modes are available: GamutNone, GamutByValue, | ||
+ | |GamutFactor|A factor applied to the absolute 3D value before mapping onto the gamut texture (default value is 1.0)| | ||
+ | |||
+ | === Modes === | ||
+ | |||
+ | The available gamut modes allow to control the output of color mapping. | ||
+ | |||
+ | ^Mode^Description^ | ||
+ | |GamutNone|Gamut mapping is disabled| | ||
+ | |GamutByValue|Gamut mapping will be applied to each 3D value on the casted ray.| | ||
+ | |GamutByValueMultiply|Gamut mapping will be applied to each 3D value on the casted ray and afterwards multiplied with the previously computed color value.| | ||
+ | |GamutBySum|Gamut mapping will be applied to the final casted ray value.| | ||
+ | |GamutBySumMultiply|Gamut mapping will be applied to the final casted ray value and afterwards multiplied with the previously computed color value.| | ||
Next step: [[particles|Particles]] | Next step: [[particles|Particles]] |