POV-Ray : Newsgroups : povray.binaries.images : Now in Technicolor(tm) : Re: Now in Technicolor(tm) Server Time
4 Nov 2024 13:44:13 EST (-0500)
  Re: Now in Technicolor(tm)  
From: Sven Littkowski
Date: 8 May 2008 01:18:25
Message: <48228d21$1@news.povray.org>
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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