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Am 04.06.2011 12:53, schrieb Marco:
> But I cannot get the object to render in white, it remains a dullish grey even
> if I define my own White texture (called Wit, Dutch for White). Here's the
> scene: http://home.ooijer.com/povray/color-test.zip (pov and jpg) The difference
> can't be caused the lighting, not in this scene, can it?
And yet it is.
Your only light in the scene is the parallel one (the other doesn't have
any effect as it is inside the black sphere), which has a brightness of 0.8.
Your "Wit" texture uses a pigment of brightness 1.0, but as you don't
specify a "diffuse" value, it uses the default of 0.6 for that. You also
don't use any specular or ambient term.
The resulting maximum brightness (at the point on the sphere directly
facing the light source) is therefore
0.8 * 1.0 * 0.6 = 0.48
which, obviously, is far from 1.0, which would be a fully white pixel color.
Note that a "diffuse" value of <<1.0 is indeed realistic, even for
"white" materials, as only few materials come even close to this value;
strictly speaking, a sheet of white paper would have to be called
"bright grey". The problem, therefore, must indeed be attributed to a
lack of lighting.
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