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> Christian Froeschlin <chr### [at] chrfr de> wrote:
>> mysdn wrote:
>>
>>> this line works
>>> pigment { rgbf <146,218,164,>//255 filter 0.5 transmit 0.6}}
>> but it certainly looks a bit corrupted by itself.
>>
>>> pigment {color rgb <146,218,164>/255}}
>>>
>>> 146,218,164 is alight green color, but it comes out as dark green.
>> The end color of course also depends on lighting, so if you
>> wish to compare with ms paint you should probably set your
>> texture to use "finish {ambient 1 diffuse 0}".
>>
>> Furthermore, there may be issues with gamma correction.
>
>
> I got it,
>
> pigment {color rgbf <146,218,164>/255} finish{phong 1 ambient 0.8}}
>
> this works, I hope this is the correct way to do rgb colors in pov, thank you.
>
>
If there is NO light shining on your texture, it will look very dark
with the default ambient of 0.1.
This is a glowing finish. If you use that in a radiosity scene, it will
shed a light green light on everything around it.
It can easily get oversaturated if there is also a light shining on it.
The default ambient is 0.6. With a light of intensity 1, it will combine
with the ambient to potentialy give you a brightness of 0.6 + 0.8 = 1.4
and a resulting colour of <146,218,164>/255 * 1.4
<0.5725, 0.8549, 0.6431>*1.4 = <0.8015, 1.1969, 0.9003> that get clipped
to: <0.8015, 1.0000, 0.9003>
Not the same tint, the saturation is diminished.
Defining rgbf with a 3 component colour is legal if unusual. The filter
value is then set to zero.
Defining a colour this way is also legal:
rgb<Red_value, Green_value, Blue_value, Filter_value, Transmit_value>
and the filter and transmit values WILL be used. (found that by accident)
Alain
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