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You could add some old film grain to the final image. I wonder if this
wouldn't make your image looking even more real, what do you think?
Besides that, I like your idea. I will follow up.
Sven
"Ive" <ive### [at] lilysoftcom> schrieb im Newsbeitrag
news:48114f66@news.povray.org...
> As promides. Surely I prefer the b/w version but maybe some
> will also like this one. Lately I met a - lets just say - a young person
> telling me she never watches b/w movies because, well, because
> they are not in color.
>
> Well, at least the picture shows my bad taste in choosing colors.
> In my defense I have to say the b/w version was always in my mind
> so the luminance was much more important than the hue. And e.g.
> a white dress would have looked like a wedding dress so it had to
> be something else but still quite bright.
>
> The colors (and image maps) are all defined as "real world colors"
> and the gray conversion is done by a macro. For the curious, below
> is a code snipped how it is done.
>
> -Ive
>
> // -----------------------------------------------------------------------------
>
> #declare MakeGray = on; // b/w or technicolor
>
> #include "CIE.inc" // lightsys must be installed
>
> CIE_GamutMapping(off) // not needed
>
> CIE_ChromaticAdaption(off)
> // must be off in that case, otherwise it would
> // compensate for the change in the whitepoint
>
> CIE_ColorSystemWhitepoint(sRGB_ColSys, Daylight2Whitepoint(5250))
> // this creates a slighly red color shift and
> gives a
> // nice faint sepia tone in the b/w image.
> Values
>
>
> #macro Color(R,G,B)
> #if (!MakeGray)
> ReferenceRGB(<R,G,B>)
> #else
> // grayscaling for linear color space i.e. gamma = 1.0
> #local G = R * 0.3086 + G * 0.6094 + B * 0.0820;
> ReferenceRGB(<G,G,G>)
> #end
> #end
>
>
> #declare MyTexture = texture {
> pigment {rgb Color(0.7, 0.2, 0.1) transmit 0}
> finish {ambient 0 diffuse 1 specular 0.4}
> }
>
>
> // -----------------------------------------------------------------------------
>
>
>
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