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> To illustrate an actual discussion in p.beta-test
> (Gamma of interpolated colors in color maps)
>
> Done with custom code in traditional mesh with texture_list. (5 mesh, 1
> triangle each)
>
> #default { texture { pigment { rgb 0 }finish { ambient 1.0} } }
>
> #declare colo1=texture { pigment {color rgb<0.35,1,0>}};
> #declare colo2=texture { pigment {color rgb<1,0.,1>}};
> #declare colo3=texture { pigment {color rgb<0.,1.,1>}};
What is xyl and xyv in this case?
Here are my own tests (only in 2D), comparing raw sRGB pixel value
interpolation (3.6 method), linear RGB interpolation (3.7 method) and in
a colour space designed to be perceptually linear (CIELAB).
You can easily see the problem with greyscale gradients in linear RGB
space, but with colours I think the linear RGB space gradient looks
better than sRGB (the 3.6 method).
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