Transparency: additive color blending
Mostrar comentarios más antiguos
Hi,
Matlab seems to use the classical way to handle alpha channels, so that transparency works in a way 'subtractively', like layers of translucent fabric. If you pile up patches set with FaceAlpha = 0.5, say, you'll eventually end up with a dark zone.
I'd like to generate an additive mix, corresponding to the superposition of several light sources. Piling up enough of these patches would eventually lead to a white zone. If you code in OpenGL you can play with different modes of alpha blending, but I haven't found a similar way to do it in Matlab.
Thanks for any clue!
P.
3 comentarios
Walter Roberson
el 26 de Jun. de 2013
For any one layer, would your coefficient still be in opacity (i.e., 0 = transparent, 1 = opaque), or would you be using a transmittivity coefficient? Or, I suppose, an emistivity coefficient of some sort. A brightness even? (A bright red light plus a dull blue light is going to look mostly bright red rather than the result being additive purely on wavelength.)
Pierre
el 27 de Jun. de 2013
Richard Voigt
el 22 de Jul. de 2013
I just went looking for pretty much exactly the same thing. Have a couple answers which are "close" but still not achieving symmetry.
Respuestas (0)
Categorías
Más información sobre Image Arithmetic en Centro de ayuda y File Exchange.
Community Treasure Hunt
Find the treasures in MATLAB Central and discover how the community can help you!
Start Hunting!