POV-Ray : Newsgroups : povray.advanced-users : Colors too dark and washed out : Re: Colors too dark and washed out Server Time
3 May 2024 05:24:56 EDT (-0400)
  Re: Colors too dark and washed out  
From: Mike Horvath
Date: 22 Nov 2015 23:54:35
Message: <56529c0b$1@news.povray.org>
On 11/22/2015 4:22 PM, Alain wrote:
 > 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


Well, the colors are supposed to be exact values using Lightsys. I want 
to get them physically correct.


Mike


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