POV-Ray : Newsgroups : povray.advanced-users : Why assumed_gamma 1.0 should be used (and the drawbacks) : Re: Why assumed_gamma 1.0 should be used (and the drawbacks) Server Time
28 Sep 2024 19:03:47 EDT (-0400)
  Re: Why assumed_gamma 1.0 should be used (and the drawbacks)  
From: clipka
Date: 18 Sep 2011 19:42:59
Message: <4e768203$1@news.povray.org>
Am 19.09.2011 00:14, schrieb Patrick Elliott:
> On 9/18/2011 9:24 AM, Warp wrote:
>> It becomes even more complicated when you consider that combinations of
>> different wavelengths may look the same to the human eye, yet may have
>> different physical properties (eg. when reflecting from surfaces).
>>
> Can get really weird in some cases. Last night I was fiddling with a new
> saber I finally got wired, with mostly only light from my computer
> display in the room. When I passed this "blue" light over a cutter I had
> the thing looked almost florescence orange (its actually high visibility
> green), an old, actually orange, gatoraid container, which I use for
> storing parts, looked dark red. Now, the later I can grasp... But the
> former seems to deny common sense about how color reflection works.
> Note, the area the two items where in got barely enough light from the
> computer to "see" them, weakly, so, how the hell do you get bright
> orange out of yellow-green, when using a blue light? o.O

My best guess would be that the blue light source also emitted UV light, 
and that the "high visibility green" actually is some "neon" color as 
common with text markers, which are normally that "extra-bright" because 
they not only reflect visible light, but also actually emit visible 
light when irradiated with UV light.


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