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> Sure !
>
> Here is a simple scene I use to test some scattering :
>
>
> // ----------------------------------------
>
> camera {
> location<1.4, 0.5, -4.8>
> look_at<-0.1, -1, 0.0>
> }
>
>
> light_source {
> <0, 0, 0>
> rgb 1
> translate 10*z
> }
>
> // ----------------------------------------
>
> // The Wall
> difference {
> box {
> <-5, -0.5, -0.2>,
> < 5, 0.5, 0.2>
> }
> #declare i = 0;
> #while (i< 9)
> cylinder {
> <0, 0, -1>
> <0, 0, 1>
> 0.3
> translate (-4 + i) * x
> }
> #declare i = i + 1;
> #end
> pigment { rgb 1 }
> finish { ambient 0 }
> }
>
> // Dust
> box {
> <-4.999, -0.499, -4.999>,
> < 4.999, 0.499, 0.499>
> pigment { rgbt 1 }
> hollow
> interior {
> media {
> intervals 20
> scattering {
> 2, rgb 0.1
> }
> }
> }
> }
>
> On 3.6, I would get the result I was looking for. In 3.7, with the now-real
> gamma computation, the light rays are too bright. So I tried to set a lower
> color for the media (0.01 instead of 0.1), but I can't get as much contrast as I
> did in 3.6...
> The workaround I use is to use type 3 instead of type 2, wich is more directive,
> and then gives more contrast...
>
> ----
>
> When're you're talking about the computed file, is it the colors of the pixels
> stored ? Or after the gamma correction ?
> Cause if the gamma correction is set to linear, then a linear preview in POV-Ray
> wouldn't be wrong, would it ?...
>
>
Normaly, you should set display_gamma to the actual gamma value of your
display. On most Windows systems, it should be around 2.2, and I think
that it's the value that is assumed it you don't explicitely set it.
This tells POV-Ray to correct the display correctly, but don't affect
the actual output.
Alain
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