POV-Ray : Newsgroups : povray.advanced-users : Colors too dark and washed out : Re: Colors too dark and washed out Server Time
3 May 2024 04:01:19 EDT (-0400)
  Re: Colors too dark and washed out  
From: Alain
Date: 22 Nov 2015 16:22:22
Message: <5652320e$1@news.povray.org>
Le 15-11-22 14:55, Mike Horvath a écrit :
> I am trying to re-render the Munsell color cylinder scene from the
> object collection. However, the results look too drab. Compare it to this:
>
> https://commons.wikimedia.org/wiki/File:Munsell_1929_color_solid.png
>
> Does anyone have any tips to improve the render?
>
>
>
>
> // Title: Munsell 1929 color solid v1.1
> // Author: Michael Horvath, http://isometricland.net
> // Created: 2009-11-10
> // Updated: 2015-11-22
> // This file is licensed under the terms of the CC-LGPL.
> ...
> #while (Muns_coo_count < 956)
>      #local Muns_param_h = Muns_coo_table[Muns_coo_count][0];
>      #local Muns_param_V = Muns_coo_table[Muns_coo_count][1];
>      #local Muns_param_C = Muns_coo_table[Muns_coo_count][2];
>      #local Muns_param_x = Muns_coo_table[Muns_coo_count][3];
>      #local Muns_param_y = Muns_coo_table[Muns_coo_count][4];
>      #local Muns_param_Y = Muns_coo_table[Muns_coo_count][5]/100;
>      #local Muns_coo_xyY = <Muns_param_x,Muns_param_y,Muns_param_Y,>;
>      #local Muns_coo_RGB =
> MapGamut(xyz2RGB(ChromaMatchSource(xyY2xyz(Muns_coo_xyY))));
>      #local Muns_bound_object = cylinder {0,+y,Muns_param_C + 1};
>      intersection
>      {
>          plane {+x,-Muns_gap_width}
>          plane {-x,-Muns_gap_width rotate -y * 9}
>          difference
>          {
>              cylinder {Muns_gap_vector,+y - Muns_gap_vector,Muns_param_C
> - Muns_gap_width + 1}
>              cylinder {0,+y,Muns_param_C + Muns_gap_width}
>              bounded_by {Muns_bound_object}
>          }
>          bounded_by {Muns_bound_object}
>          pigment {color srgb Muns_coo_RGB}
>          finish {ambient 1}
>          translate    +y * (Muns_param_V - 5)
>          rotate        +y * Muns_param_h/100 * 360
>          scale        1/10
>      }
> //    #debug concat("#",str(Muns_coo_count,3,0)," =
> <",vstr(3,Muns_coo_RGB,",",0,-1),">\n");
>      #local Muns_coo_count = Muns_coo_count + 1;
> #end

You may try to use rgb instead of srgb.
If the original render used assumed_gamma 1 and uncorrected rgb values, 
then, using srgb would give incorrect results.


Alain


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