POV-Ray : Newsgroups : povray.general : modest problem : Re: modest answer Server Time
9 Aug 2024 01:27:24 EDT (-0400)
  Re: modest answer  
From: Matt Giwer
Date: 4 Nov 2000 20:13:49
Message: <3A04B44C.A3AA821A@ij.net>
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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