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Xplo Eristotle wrote:
>
> Matt Giwer wrote:
> >
> > Xplo Eristotle wrote:
> > >
> > > Matt Giwer wrote:
> > > >
> > > > I follow the rule of finish{ambient 0} and it looks very dark to dull.
> > > > To make it look halfway like the original image I have to go the
> > > > light_source as rgb<1,1,1>*3 and *5 isn't that bad.
> > >
> > > Try setting the sphere's diffuse to 1 (the default is .6, for some reason).
> >
> > Increasing diffuse to 3 helps greatly.
>
> An rgb 1 light that hits an rgb 1 surface with a diffuse of 1 and an
> ambient of 0 should produce pure white. The fact that you need to
> "overcharge" the lighting simulation suggests to me that you're using
> light fading, shining the light through a partially transparent object
> or absorbing media, or using a very dark image as a texture. I can see
> from the code that the first two aren't the case, so I suspect it's the
> third one.
In POV binaries I am posting the results of diffuse 1 2 and 3 in Sub:
pov.general ambient v diffuse
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