|
|
> I'm going to jump in here and hopefully I won't look too foolish ....
> however I think the top row looks more like what I'd expect.
Because you are used to how POV handles colours :-) But seriously, in the
top row, the *colours* (not brightness) are actually different from what you
specified in the SDL. It is easiest to see this with the orange ball,
anybody trying to make some promotional material where the colours need to
be accurate for a certain brand (eg the Sony Ericsson "orange") would likely
get the top row thrown back at them for being the wrong colour. The bottom
row preserves the correct colour.
The reason is that for "colours" (where RGB are not equal), gamma will
modify the brightness of each channel a different amount, so you are
actually changing the colour that you see, not just the brightness. Your
eye is very sensitive to changes in colour, even when the brightness is
different.
> brightness looks to low to me. contrast compares with top row.
The brightness is easily controlled by the diffuse value in the finish
statement, or by cranking up the light colour. Maybe I should have rendered
with more brightness to avoid the confusion between change in brightness and
change of colour?
Post a reply to this message
|
|