depthed = (-math.log(max([(float(i)),1e-30]))/(self.depth)) * self.absorption_scale * ((float(i))==1.0 and -1 or 1)
J the Ninja wrote:What you need is the "color" version of the constant texture...except that isn't exposed in luxblend25.
J the Ninja wrote:Really, the color at depth system in lb25 needs to be overhauled a bit. It should also be using the colordepth texture instead of doing the conversion itself, since that would allow "texture at depth". I was thinking maybe have a checkbox for "color at depth" which uses the colordepth texture if enabled, or simply exports the value if disabled, then either way runs things through a scale texture to handle the absorption scale.
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