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From: CAS
Subject: Re: luminance output
Date: 17 Apr 2014 08:20:01
Message: <web.534fc67ec34aaa776a92a3a00@news.povray.org>
scott <sco### [at] scottcom> wrote:
> > I have changed with your advice,and have a test.but the image is black.Nothing
> > in my scene.
>
> It's always helpful to post the bit of code you changed, otherwise
> nobody has any idea why your image is black, it could many different
> reasons.
>
> This works for me, I also added the rotate command as it seems your
> points are not aligned with the axes:
>
> box
>          {
>           -1.55,1.55
>          rotate y*-30
>          translate <x1-center_x,y1-center_y,z1-center_z>
>          pigment{color rgb 1}
>           finish {
>             ambient 0
>             diffuse ref
>           }
>
>          }
>
> May I ask where you got the "reflection" numbers from in your
> pov-ref.txt file? If I knew where those numbers came from it might help
> trying to figure out what you want to achieve.

I am so sorry.Above anlyze.doc is wrong by myself.This .doc is right!Sorry!


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Attachments:
Download 'anlyze.doc.dat' (215 KB)

From: CAS
Subject: Re: luminance output
Date: 17 Apr 2014 08:35:00
Message: <web.534fc9efc34aaa776a92a3a00@news.povray.org>
"CAS" <sup### [at] cstnetcn> wrote:
> Alain <kua### [at] videotronca> wrote:

> > > scott <sco### [at] scottcom> wrote:
> > >>> Hello,everyone.I am a student.I am doing my graduation project recently.It is
> > >>> simulating radiance with ray-tracing.I have done a test with pov.But I am
> > >>> confronting a error with my result.Could anyboby help me check out my
issue.Beg
> > >>> a hot.I am a student.I am confronting the pressure of graduation.I feel so
> > >>> worry.I have uploaded the whole process of my test,beg a hot help me!
> > >>> "pov-xyz"is the location of each sphere.
> > >>> "pov-ref"is the reflectivity of each sphere.
> > >>> "pov.exr"is the output image by pov.
> > >>> I have converted "pov.exr" to "pov.tiff".
> > >>> "result"is my analyse.My issue was wrote in it.
> > >>> Expecting somebody help me.Great gratitudes!
> > >>
> > >> Using a specular highlight on tiny spheres is going to give very
> > >> unpredictable results, the output pixel value will highly depend on
> > >> exactly where the ray hits the sphere compared to the highlight
> > >> position. I zoomed in on your scene and rendered it, see attached, I
> > >> also changed the background colour to red to highlight the spheres
> > >> better. Do you see the problem?
> > >>
> > >> I would use boxes rather than spheres and use diffuse rather than
> > >> specular reflection:
> > >>
> > >>    pigment{color rgb 1}
> > >>    finish {
> > >>     ambient 0
> > >>     diffuse ref
> > >>    }
> > >> }
> > >>
> > >> That should give much more uniform results and not depend on where each
> > >> ray hits the shapes. I don't know if that will solve your problem or not.
> > >
> > > I have modified the statements and done a test with your advice.I find the
> > > result changed,but not what I wanted.Besides,I only have 40000 points ,if I used
> > > box as my model, which needs two points to describle,but my input scene is as
> > > "pov.tif".One point stands for one object,corresponding,with a reflectity.If I
> > > used box,may need two point to descible a object,I doublt the scene is not my
> > > wanted.
> > >
> > >
> > >
> > >
> >
> > You can use boxes instead of spheres without doubling the size of your
> > file. Curently, you use this code to place your spheres:
> > sphere {
> >   <x1-center_x,y1-center_y,z1-center_z>,1.55
> >   finish { ambient 0
> >            emission 0
> >            specular ref
> >            }
> >         }
> >
> > To use box, just use this code:
> > box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
> > // The following line is the key...
> >  translate <x1-center_x,y1-center_y,z1-center_z>
> >   finish { ambient 0
> >            emission 0
> >            specular ref
> >            }
> >         }
> >
> >
> > This will give you boxes with a width identical to the diameter of your
> > spheres.
> >
> > Even beter, make an union containing all your objects:
> >
> > union{
> > #fopen   Input_geom_file geom_file_name read
> > #fopen   Input_spec_file spec_file_name read
> > #while(defined(Input_geom_file))
> >
> >      #read(Input_geom_file, X1, Y1, Z1)
> >      #read(Input_spec_file, Ref)
> >
> > box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
> > // The following line is the key...
> >  translate <X1-Center_X,Y1-Center_Y,Z1-Center_Z>
> >         }// Remove the texture from the objects
> > #end
> > // and apply it to all objects at once
> >   finish { ambient 0
> >            emission 0
> >            specular Ref
> >            }
> > }// End of the union
> >
> > As the variable "n" is never used, I removed it.
> >
> > Finaly, a general recomendation: In all of your user defined variable,
> > use at least ONE upper case letter. This ensure that you don't have any
> > conflict with predefined variables and primitive. It also make it clear
> > that those are YOUR variables. It can realy help when debugging your code.
> >
> >
> >
> >
> > Alain
>
> Hello,I want to ask a question:
> "try
>  {
>   Imf::RgbaChannels channels;
>   if (options.grayscale)
>    if (use_alpha)
>     channels = WRITE_YA; // only write luminance & alpha
>    else
>     channels = WRITE_Y; // only write luminance
>   else
>    if (use_alpha)
>     channels = WRITE_RGBA; // write RGB & alpha
>    else
>     channels = WRITE_RGB; // write RGB"
>
> this is a part of resource code in openexr.cpp,I want to write luminance
> only,how can I set some parameters in pov?

-UA :Sets alpha output off
+Feg:output type 'e' grayscale output
I set "-UA +Feg" in command line,but messages says :grayscale not currently
supported whith output file format "e";But only openexr file supports luminance
output.How can I solve this problem?


Post a reply to this message

From: James Holsenback
Subject: Re: luminance output
Date: 17 Apr 2014 08:46:18
Message: <534fcd1a@news.povray.org>
On 04/17/2014 08:32 AM, CAS wrote:
> "CAS" <sup### [at] cstnetcn> wrote:
>> Alain <kua### [at] videotronca> wrote:

>>>> scott <sco### [at] scottcom> wrote:
>>>>>> Hello,everyone.I am a student.I am doing my graduation project recently.It is
>>>>>> simulating radiance with ray-tracing.I have done a test with pov.But I am
>>>>>> confronting a error with my result.Could anyboby help me check out my issue.Beg
>>>>>> a hot.I am a student.I am confronting the pressure of graduation.I feel so
>>>>>> worry.I have uploaded the whole process of my test,beg a hot help me!
>>>>>> "pov-xyz"is the location of each sphere.
>>>>>> "pov-ref"is the reflectivity of each sphere.
>>>>>> "pov.exr"is the output image by pov.
>>>>>> I have converted "pov.exr" to "pov.tiff".
>>>>>> "result"is my analyse.My issue was wrote in it.
>>>>>> Expecting somebody help me.Great gratitudes!
>>>>>
>>>>> Using a specular highlight on tiny spheres is going to give very
>>>>> unpredictable results, the output pixel value will highly depend on
>>>>> exactly where the ray hits the sphere compared to the highlight
>>>>> position. I zoomed in on your scene and rendered it, see attached, I
>>>>> also changed the background colour to red to highlight the spheres
>>>>> better. Do you see the problem?
>>>>>
>>>>> I would use boxes rather than spheres and use diffuse rather than
>>>>> specular reflection:
>>>>>
>>>>>     pigment{color rgb 1}
>>>>>     finish {
>>>>>      ambient 0
>>>>>      diffuse ref
>>>>>     }
>>>>> }
>>>>>
>>>>> That should give much more uniform results and not depend on where each
>>>>> ray hits the shapes. I don't know if that will solve your problem or not.
>>>>
>>>> I have modified the statements and done a test with your advice.I find the
>>>> result changed,but not what I wanted.Besides,I only have 40000 points ,if I used
>>>> box as my model, which needs two points to describle,but my input scene is as
>>>> "pov.tif".One point stands for one object,corresponding,with a reflectity.If I
>>>> used box,may need two point to descible a object,I doublt the scene is not my
>>>> wanted.
>>>>
>>>>
>>>>
>>>>
>>>
>>> You can use boxes instead of spheres without doubling the size of your
>>> file. Curently, you use this code to place your spheres:
>>> sphere {
>>>    <x1-center_x,y1-center_y,z1-center_z>,1.55
>>>    finish { ambient 0
>>>             emission 0
>>>             specular ref
>>>             }
>>>          }
>>>
>>> To use box, just use this code:
>>> box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
>>> // The following line is the key...
>>>   translate <x1-center_x,y1-center_y,z1-center_z>
>>>    finish { ambient 0
>>>             emission 0
>>>             specular ref
>>>             }
>>>          }
>>>
>>>
>>> This will give you boxes with a width identical to the diameter of your
>>> spheres.
>>>
>>> Even beter, make an union containing all your objects:
>>>
>>> union{
>>> #fopen   Input_geom_file geom_file_name read
>>> #fopen   Input_spec_file spec_file_name read
>>> #while(defined(Input_geom_file))
>>>
>>>       #read(Input_geom_file, X1, Y1, Z1)
>>>       #read(Input_spec_file, Ref)
>>>
>>> box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
>>> // The following line is the key...
>>>   translate <X1-Center_X,Y1-Center_Y,Z1-Center_Z>
>>>          }// Remove the texture from the objects
>>> #end
>>> // and apply it to all objects at once
>>>    finish { ambient 0
>>>             emission 0
>>>             specular Ref
>>>             }
>>> }// End of the union
>>>
>>> As the variable "n" is never used, I removed it.
>>>
>>> Finaly, a general recomendation: In all of your user defined variable,
>>> use at least ONE upper case letter. This ensure that you don't have any
>>> conflict with predefined variables and primitive. It also make it clear
>>> that those are YOUR variables. It can realy help when debugging your code.
>>>
>>>
>>>
>>>
>>> Alain
>>
>> Hello,I want to ask a question:
>> "try
>>   {
>>    Imf::RgbaChannels channels;
>>    if (options.grayscale)
>>     if (use_alpha)
>>      channels = WRITE_YA; // only write luminance & alpha
>>     else
>>      channels = WRITE_Y; // only write luminance
>>    else
>>     if (use_alpha)
>>      channels = WRITE_RGBA; // write RGB & alpha
>>     else
>>      channels = WRITE_RGB; // write RGB"
>>
>> this is a part of resource code in openexr.cpp,I want to write luminance
>> only,how can I set some parameters in pov?
>
> -UA :Sets alpha output off
> +Feg:output type 'e' grayscale output
> I set "-UA +Feg" in command line,but messages says :grayscale not currently
> supported whith output file format "e";But only openexr file supports luminance
> output.How can I solve this problem?
>
Currently PNG, and PPM are the only file formats that support grayscale 
output


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From: CAS
Subject: Re: luminance output
Date: 17 Apr 2014 10:15:01
Message: <web.534fe0e8c34aaa776a92a3a00@news.povray.org>
James Holsenback <nom### [at] nonecom> wrote:
> On 04/17/2014 08:32 AM, CAS wrote:
> > "CAS" <sup### [at] cstnetcn> wrote:
> >> Alain <kua### [at] videotronca> wrote:

> >>>> scott <sco### [at] scottcom> wrote:
> >>>>>> Hello,everyone.I am a student.I am doing my graduation project recently.It is
> >>>>>> simulating radiance with ray-tracing.I have done a test with pov.But I am
> >>>>>> confronting a error with my result.Could anyboby help me check out my
issue.Beg
> >>>>>> a hot.I am a student.I am confronting the pressure of graduation.I feel so
> >>>>>> worry.I have uploaded the whole process of my test,beg a hot help me!
> >>>>>> "pov-xyz"is the location of each sphere.
> >>>>>> "pov-ref"is the reflectivity of each sphere.
> >>>>>> "pov.exr"is the output image by pov.
> >>>>>> I have converted "pov.exr" to "pov.tiff".
> >>>>>> "result"is my analyse.My issue was wrote in it.
> >>>>>> Expecting somebody help me.Great gratitudes!
> >>>>>
> >>>>> Using a specular highlight on tiny spheres is going to give very
> >>>>> unpredictable results, the output pixel value will highly depend on
> >>>>> exactly where the ray hits the sphere compared to the highlight
> >>>>> position. I zoomed in on your scene and rendered it, see attached, I
> >>>>> also changed the background colour to red to highlight the spheres
> >>>>> better. Do you see the problem?
> >>>>>
> >>>>> I would use boxes rather than spheres and use diffuse rather than
> >>>>> specular reflection:
> >>>>>
> >>>>>     pigment{color rgb 1}
> >>>>>     finish {
> >>>>>      ambient 0
> >>>>>      diffuse ref
> >>>>>     }
> >>>>> }
> >>>>>
> >>>>> That should give much more uniform results and not depend on where each
> >>>>> ray hits the shapes. I don't know if that will solve your problem or not.
> >>>>
> >>>> I have modified the statements and done a test with your advice.I find the
> >>>> result changed,but not what I wanted.Besides,I only have 40000 points ,if I
used
> >>>> box as my model, which needs two points to describle,but my input scene is as
> >>>> "pov.tif".One point stands for one object,corresponding,with a reflectity.If I
> >>>> used box,may need two point to descible a object,I doublt the scene is not my
> >>>> wanted.
> >>>>
> >>>>
> >>>>
> >>>>
> >>>
> >>> You can use boxes instead of spheres without doubling the size of your
> >>> file. Curently, you use this code to place your spheres:
> >>> sphere {
> >>>    <x1-center_x,y1-center_y,z1-center_z>,1.55
> >>>    finish { ambient 0
> >>>             emission 0
> >>>             specular ref
> >>>             }
> >>>          }
> >>>
> >>> To use box, just use this code:
> >>> box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
> >>> // The following line is the key...
> >>>   translate <x1-center_x,y1-center_y,z1-center_z>
> >>>    finish { ambient 0
> >>>             emission 0
> >>>             specular ref
> >>>             }
> >>>          }
> >>>
> >>>
> >>> This will give you boxes with a width identical to the diameter of your
> >>> spheres.
> >>>
> >>> Even beter, make an union containing all your objects:
> >>>
> >>> union{
> >>> #fopen   Input_geom_file geom_file_name read
> >>> #fopen   Input_spec_file spec_file_name read
> >>> #while(defined(Input_geom_file))
> >>>
> >>>       #read(Input_geom_file, X1, Y1, Z1)
> >>>       #read(Input_spec_file, Ref)
> >>>
> >>> box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
> >>> // The following line is the key...
> >>>   translate <X1-Center_X,Y1-Center_Y,Z1-Center_Z>
> >>>          }// Remove the texture from the objects
> >>> #end
> >>> // and apply it to all objects at once
> >>>    finish { ambient 0
> >>>             emission 0
> >>>             specular Ref
> >>>             }
> >>> }// End of the union
> >>>
> >>> As the variable "n" is never used, I removed it.
> >>>
> >>> Finaly, a general recomendation: In all of your user defined variable,
> >>> use at least ONE upper case letter. This ensure that you don't have any
> >>> conflict with predefined variables and primitive. It also make it clear
> >>> that those are YOUR variables. It can realy help when debugging your code.
> >>>
> >>>
> >>>
> >>>
> >>> Alain
> >>
> >> Hello,I want to ask a question:
> >> "try
> >>   {
> >>    Imf::RgbaChannels channels;
> >>    if (options.grayscale)
> >>     if (use_alpha)
> >>      channels = WRITE_YA; // only write luminance & alpha
> >>     else
> >>      channels = WRITE_Y; // only write luminance
> >>    else
> >>     if (use_alpha)
> >>      channels = WRITE_RGBA; // write RGB & alpha
> >>     else
> >>      channels = WRITE_RGB; // write RGB"
> >>
> >> this is a part of resource code in openexr.cpp,I want to write luminance
> >> only,how can I set some parameters in pov?
> >
> > -UA :Sets alpha output off
> > +Feg:output type 'e' grayscale output
> > I set "-UA +Feg" in command line,but messages says :grayscale not currently
> > supported whith output file format "e";But only openexr file supports luminance
> > output.How can I solve this problem?
> >
> Currently PNG, and PPM are the only file formats that support grayscale
> output

"try
 {
  Imf::RgbaChannels channels;
  if (options.grayscale)
   if (use_alpha)
    channels = WRITE_YA; // only write luminance & alpha
   else
    channels = WRITE_Y; // only write luminance
  else
   if (use_alpha)
    channels = WRITE_RGBA; // write RGB & alpha
   else
    channels = WRITE_RGB; // write RGB"
this is a part of resource code in openexr.cpp,and only this text mentions
something about luminance.
However,when I turn on grayscale output for png file ,setting alpha turned
off,the result of simulated image may not be luminance,what is it?I input "-UA
+FNg"in command line,whcih is supported.


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From: scott
Subject: Re: luminance output
Date: 17 Apr 2014 10:15:07
Message: <534fe1eb$1@news.povray.org>
> These "reflection" numbers in pov-ref.txt file are extracted from a image,which
> with location and reflective information for 40000 points.We call this image a
> reflecity image in remote sensing.This image is photoed by flight.Thank you for
> your advice.I go to have a try!Gratitudes!

I must admit I don't have much experience with OpenEXR output. What 
happens if you render the below scene to OpenEXR and check the 
luminance, what values to you get for different values of "ref"? Do they 
match up?

#version 3.7
global_settings {assumed_gamma 1}
#default{ finish{ ambient 0.0 diffuse 1.0 }}
camera
{
  orthographic
  location z
  look_at  0
  right    x*image_width/image_height
}
light_source{ <0,0,10> color rgb 1 }
#local ref = 0.5;
box { -1/2 1/2 pigment{ color rgb ref} }


Post a reply to this message

From: CAS
Subject: Re: luminance output
Date: 17 Apr 2014 10:45:01
Message: <web.534fe8e6c34aaa776a92a3a00@news.povray.org>
scott <sco### [at] scottcom> wrote:
> > These "reflection" numbers in pov-ref.txt file are extracted from a image,which
> > with location and reflective information for 40000 points.We call this image a
> > reflecity image in remote sensing.This image is photoed by flight.Thank you for
> > your advice.I go to have a try!Gratitudes!
>
> I must admit I don't have much experience with OpenEXR output. What
> happens if you render the below scene to OpenEXR and check the
> luminance, what values to you get for different values of "ref"? Do they
> match up?
>
> #version 3.7
> global_settings {assumed_gamma 1}
> #default{ finish{ ambient 0.0 diffuse 1.0 }}
> camera
> {
>   orthographic
>   location z
>   look_at  0
>   right    x*image_width/image_height
> }
> light_source{ <0,0,10> color rgb 1 }
> #local ref = 0.5;
> box { -1/2 1/2 pigment{ color rgb ref} }

XYZ.txt stores 40000 points,REF.txt stores 40000 points.XYZ is matching up
REF.One xyz stands for one surface,one ref stands for the reflectivity of
surface.XYZ matches REF.


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From: CAS
Subject: Re: luminance output
Date: 17 Apr 2014 10:55:01
Message: <web.534feae7c34aaa776a92a3a00@news.povray.org>
scott <sco### [at] scottcom> wrote:
> > These "reflection" numbers in pov-ref.txt file are extracted from a image,which
> > with location and reflective information for 40000 points.We call this image a
> > reflecity image in remote sensing.This image is photoed by flight.Thank you for
> > your advice.I go to have a try!Gratitudes!
>
> I must admit I don't have much experience with OpenEXR output. What
> happens if you render the below scene to OpenEXR and check the
> luminance, what values to you get for different values of "ref"? Do they
> match up?
>
> #version 3.7
> global_settings {assumed_gamma 1}
> #default{ finish{ ambient 0.0 diffuse 1.0 }}
> camera
> {
>   orthographic
>   location z
>   look_at  0
>   right    x*image_width/image_height
> }
> light_source{ <0,0,10> color rgb 1 }
> #local ref = 0.5;
> box { -1/2 1/2 pigment{ color rgb ref} }

I have tryed a lot of outputs.Only I set the output exr,the trend of  whole
image is the same as my real luminance or radiance,but the value of each pixel
has huge error compared with my real radiance.


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From: CAS
Subject: Re: luminance output
Date: 17 Apr 2014 11:30:00
Message: <web.534ff28ac34aaa776a92a3a00@news.povray.org>
scott <sco### [at] scottcom> wrote:
> > These "reflection" numbers in pov-ref.txt file are extracted from a image,which
> > with location and reflective information for 40000 points.We call this image a
> > reflecity image in remote sensing.This image is photoed by flight.Thank you for
> > your advice.I go to have a try!Gratitudes!
>
> I must admit I don't have much experience with OpenEXR output. What
> happens if you render the below scene to OpenEXR and check the
> luminance, what values to you get for different values of "ref"? Do they
> match up?
>
> #version 3.7
> global_settings {assumed_gamma 1}
> #default{ finish{ ambient 0.0 diffuse 1.0 }}
> camera
> {
>   orthographic
>   location z
>   look_at  0
>   right    x*image_width/image_height
> }
> light_source{ <0,0,10> color rgb 1 }
> #local ref = 0.5;
> box { -1/2 1/2 pigment{ color rgb ref} }

I have another confusion:I have known the value of solar irradiance(w/m^2) from
200nm-2200nm,how can I set the solar irradiance in pov?


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From: Thorsten Froehlich
Subject: Re: luminance output
Date: 17 Apr 2014 14:15:01
Message: <web.535019bfc34aaa77f1b07a8f0@news.povray.org>
"CAS" <sup### [at] cstnetcn> wrote:
> I have another confusion:I have known the value of solar irradiance(w/m^2) from
> 200nm-2200nm,how can I set the solar irradiance in pov?

It is not exactly clear what you are trying to do, but my best guess would be
that you are trying to match POV-Ray output with some physical measurements that
you got somewhere. That is something POV-Ray light models (or that of most
general purpose 3D programs) are not designed to do. You may get much better
results using Radiance (http://radsite.lbl.gov/radiance/HOME.html) or
special-purpose wave-model based ray-tracers.

Thorsten


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From: CAS
Subject: Re: luminance output
Date: 17 Apr 2014 21:00:01
Message: <web.53507809c34aaa776a92a3a00@news.povray.org>
"Thorsten Froehlich" <nomail@nomail> wrote:
> "CAS" <sup### [at] cstnetcn> wrote:
> > I have another confusion:I have known the value of solar irradiance(w/m^2) from
> > 200nm-2200nm,how can I set the solar irradiance in pov?
>
> It is not exactly clear what you are trying to do, but my best guess would be
> that you are trying to match POV-Ray output with some physical measurements that
> you got somewhere. That is something POV-Ray light models (or that of most
> general purpose 3D programs) are not designed to do. You may get much better
> results using Radiance (http://radsite.lbl.gov/radiance/HOME.html) or
> special-purpose wave-model based ray-tracers.
>
> Thorsten

Thank you for your help.Yes,what I want is matching POV-Ray output with some
physical measurements.I have used spectral
render.http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm.

#version 3.7;
global_settings{ assumed_gamma 1.0 }
#declare SpectralWavelength =730;
#include "spectral.inc"

camera
{
angle  7.54371
location <camera_x,camera_y,camera_z >
look_at <0,0,0>
rotate <0,-31,0>
right x
up y
}

light_source {<sun_x,sun_y,sun_z>
             SpectralEmission(E_D65)   //some CIE standard illuminants
             }

#declare n = 0;
#fopen   Input_geom_file geom_file_name read
#fopen   Input_spec_file spec_file_name read
#while(defined(Input_geom_file))
    #read(Input_geom_file,x1,y1,z1)
    #read(Input_spec_file,ref)
      box
        {
           -1.55,1.55
           rotate y*-31
           translate <x1-center_x,y1-center_y,z1-center_z>
           pigment {color rgb 1}
           finish {
                 ambient 0
                 diffuse ref
                   }
            }
    #declare n = n + 1;

My solar irradiance in 730nm is 1.33015(w/m^2),and I have converted irradiance
to illuminance with the lm/w in 730nm,then the value of illuminance in 730nm is
0.47262925(cd/m^2).My issue is how can I input the illminance in 730nm?
"light_source {<sun_x,sun_y,sun_z>
             SpectralEmission(E_D65)
             }  "
With this light_source,the illuminance is E_D65.How can I input my illminance?


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