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>High!
>
>During the process of getting together the astronomical data for my
>Solar System project ("PoVSolar"), I usually also find albedo values
>for the various planetary objects.
>
>Now my question: as the albedo value gives the percentage of incoming
>light reflected from a body, is it correct to assume that HSL
>brightness values directly correspond to albedo (I know that there are
>different ways to compute astronomical albedo, but for the time being,
>I would stick to the basic definition), so that a dark grey asteroid
>with an albedo of 0.04 would be best modeled as rgb 0.04? (Yes, I've
>also already heard of a PoV macro to convert HSL vectors into RGB
>vectors, within colors.inc, if I remember correctly...)
>
>How can I adjust the overall (=average) brightness of a bitmap texture
>to a certain value? Can it be done within PoV-Ray or should I better
>relay on GIMP to do this?
Using rgb 0.04 is fine if the object has zero saturation.
For non-grey colours, the albedo is probably best represented by .gray
(watch out for that American spelling, the UK English spelling doesn't
work) which returns a value where the three components are weighted in a
way that corresponds to the way the human eye responds. As you say,
there are various definitions of albedo, but using the response of the
human eye is a reasonable one to go with.
#declare C = rgb <0.5,0.3,0.2>;
then C.gray, the albedo of that colour, returns 0.348
If you have an object that has the same hue and saturation as C but has
albedo A, then you can write
pigment {C*A/C.gray}
--
Mike Williams
Gentleman of Leisure
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