bagginsbill opened this issue on Apr 23, 2008 · 2832 posts
bagginsbill posted Mon, 03 May 2010 at 3:07 PM
Quote - What BB told me:
If we blend as in that tutorial, we do:
A: Blend(S, T * S, f) = (1-f) * S + f * T * S
If we use Texture_Strength equal to f, we have:
B: S * Blend(1, T, f)
I will now prove that these two setups are the same:
B
{ substitute definition of B }
= S * Blend(1, T, f)
{ substitute the definition of Blend }
= S * ((1-f) * 1 + f * T)
{ (1-f) * 1 = 1 - f }
= S * ((1 - f) + f * T)
{ distribution of multiplication over addition }
= (1 - f) * S + f * T * S
{ definition of A }
= AVoila. B = A.
That is the proof that a Blended multiplication of skin (S) and tattoo (T) is the same as a multiplication of S with T using the texture strength as an adjustment of the intensity of the effect. But the Blended value is still starting with the premise of S * T: Blend(S, S * T, f)
Isaoshi was talking about a technique that doesn't start with multiplication of S and T: Blend(S, T, f)
That's totally different. In that sort of blend, there is no product of S and T at all.
I'm not arguing which is better (more useful) nor which is more correct (physically). Just saying they're different.
When you have the term S * T, then there is no way to make, for example, a white tattoo. More specifically, there is no way to produce a color that has any component higher than the original skin color, unless you have hyper-colors in the tatoo. Whereas, Blend(S, T, f) can produce white quite easily. Blend is a variation on addition, not multiplication. It's a weighted sum, in fact. However, a weighted sum of S versus S * T is a different thing than just a weighted sum of S versus T.
Now we could discuss instead whether tattoo ink math is addition or multiplication or some combination, but I don't think I actually know the math. I've never seen it discussed.
Somebody want to volunteer to let me inject you with white paint and see what happens?
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