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> On 12/09/2011 20:55, Warp wrote:
>> The major problem I see with assumed_gamma 1.0 is that designing textures
>> becomes more complicated, because textures are usually designed by how
>> they
>> should look rather than what their absolute irradiance values are.
>>
>> If you are only specifying individual colors, then using 'srgb' takes
>> care of that. However, patterns present a problem. Usually you want
>> patterns to interpolate linearly from one color to another (with what
>> I mean that the interpolation should *look* linear).
Fun fact: With assumed_gamma 2.2, visually pleasing /brightness/
gradients are easy to accomplish, but /color/ gradients may be
excessively difficult to get right (depending on the colors involved),
while those are a piece of cake with assumed_gamma 1.0.
As an example, try the following gradient:
[0.0 color srgb <1,0,0> ]
[0.5 color srgb <0,0.8,0> ]
[1.0 color srgb <1,0,0> ]
With assumed_gamma 2.2, the transition features a significant ditch in
brightness between the two colors. Not so with assumed_gamma 1.0, which
maintains roughly the same brightness level throughout the whole transition.
So to make it easy to achieve visually pleasing gradients for both
brightness /and/ color gradients, a new feature needs to be added to
POV-Ray anyway, to get the best of both worlds.
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