POV-Ray : Newsgroups : povray.advanced-users : Lightsys : Re: Lightsys Server Time
25 Apr 2024 15:38:27 EDT (-0400)
  Re: Lightsys  
From: Alain
Date: 23 Feb 2018 08:10:01
Message: <5a9012a9$1@news.povray.org>
Le 18-02-23 à 00:00, Mike Horvath a écrit :
> On 2/22/2018 11:56 PM, Mike Horvath wrote:
>> Are there any old scenes or renders that I can use to compare behavior 
>> in old and current versions of POV-Ray? By default, using 1 lumens the 
>> daylight scenes seem dim and washed out. I have to pump up the lumens 
>> to 2 or 3 to get nice daylight colors and brightness. Thanks.
>>
>>
>> Mike
> 
> This is a render with 2 lumens:
> 
> https://i.imgur.com/wHmo76S.jpg
> 
> This is a render with 3 lumens:
> 
> https://i.imgur.com/Q50eHAz.jpg
> 
> Here is the code I am using.
> 
> 
> 
> // -------------------------------------------------------------
> // Nonstandard includes
> 
> #include "CIE.inc"                    // 
> http://www.ignorancia.org/en/index.php?page=Lightsys
> #include "lightsys.inc"                // 
> http://www.ignorancia.org/en/index.php?page=Lightsys
> #include "lightsys_constants.inc"    // 
> http://www.ignorancia.org/en/index.php?page=Lightsys
> 
> 
> // -------------------------------------------------------------
> // Lights
> // Sun is not at realistic distance and is not an area light like it 
> should be.
> // Could use "sunpos.inc" here too to determine a correct position and 
> angle.
> 
> #declare light_source_lumens    = 3;                // float
> #declare light_source_temp        = Daylight(6100);    // float
> #declare light_source_color        = 
> Light_Color(light_source_temp,light_source_lumens);    // float
> #declare light_source_location    = vrotate(<0,0,-1000000000>, 
> <-060,-060,+000>);            // needs to be far enough above the clouds 
> to cast shadows
> 
> light_source
> {
>      light_source_location
>      srgb light_source_color
>      parallel
>      point_at <0,0,0>
> }

lightsys assume that you are using a linear colour space : Use rgb, not 
srgb. Also, use assumed_gamma 1.

If you use srgb, then light components that are larger than 1 will get 
their value reduced, potentially making your light somewhat dimer.


Alain


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