triangle2010 opened this issue on Sep 07, 2011 · 42 posts
Sentinelle posted Sat, 17 September 2011 at 1:27 PM
Oops sorry BB. After re-reading your explanations a few more times, I realize I didn't get all of what you mean. I also missed a few crucial bits in the cat fur shader. So here's the original "non-GC" cat fur shader.
n = Noise();
n.x_Index = 4 * ImageMap("BlueSiamese.jpg");
n.y_Index = 4 * ImageMap("BlueSiamese.jpg");
n.z_Index = 4 * ImageMap("BlueSiamese.jpg");
n.min = 0.3;
n.max = 0.4;
h = Hair();
h.Root_Color = BLACK * n;
h.Tip_Color = WHITE * n;
h.Specular_Color = BLACK;
h.Highlight_Size = 0.01;
h.Root_Softness = 0.25;
s = EmptySurface().Alternate_Diffuse = BLACK * h;
s.Diffuse_Color = WHITE * ImageMap("BlueSiamese.jpg");
s.Diffuse_Value = 1.0;
Here's what I'm guessing render GC will do.
n.x_Index = 4 * AGC(ImageMap("BlueSiamese.jpg"));
n.y_Index = 4 * AGC(ImageMap("BlueSiamese.jpg"));
n.z_Index = 4 * AGC(ImageMap("BlueSiamese.jpg"));
h.Root_Color = AGC(BLACK) * n;
h.Tip_Color = AGC(WHITE) * n;
h.Specular_Color = AGC(BLACK);
s.Alternate_Diffuse = AGC(BLACK) * h;
s.Diffuse_Color = AGC(WHITE) * AGC(ImageMap("BlueSiamese.jpg"));
output = GC((s.Diffuse_Color * s.Diffuse_Value) + s.Alternate_Diffuse);
Am I correct or just totally dead wrong?