 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Many years ago my grandchildren loved to play with this when they came over. I
thought it would be fun to model it in povray. One problem I had was the orange
color of the arm was not bright enough. I could never get it bright enough
until I learned you could specify color values greater than one. Using
rgb<2.0,0.5,0.0> finally matched the real object.
Post a reply to this message
Attachments:
Download 'musicbox.png' (1629 KB)
Preview of image 'musicbox.png'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 12 Aug 2025 15:50:57 EDT, Clarence1898 wrote:
> Many years ago my grandchildren loved to play with this when they came
> over.
This brings back some memories for sure. I remember having one of these
in the 70s when I was a very young kid. :)
--
"I learned long ago, never to wrestle with a pig. You get dirty, and
besides, the pig likes it." - George Bernard Shaw
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 2025-08-12 15:50 (-4), Clarence1898 wrote:
> Many years ago my grandchildren loved to play with this when they came over. I
> thought it would be fun to model it in povray. One problem I had was the orange
> color of the arm was not bright enough. I could never get it bright enough
> until I learned you could specify color values greater than one. Using
> rgb<2.0,0.5,0.0> finally matched the real object.
Assuming you haven't changed the default finish diffuse, this works out
to a final color of rgb <1.2, 0.3, 0.0>. Counterintuitively, I have
found that this color is quite physically possible in the real world,
given the limitations of the sRGB color system used by most computer
screens.
The image spectral_orange.png shows some spectral power distributions
for oranges and adjacent colors. As you can see from the negative
channel values, all of these colors are too saturated to be shown
accurately on a standard computer screen; what you're seeing is a
desaturated approximation. But relevantly, all but the first and last
colors have red values greater than one, even though they never reflect
more light than they receive at any wavelength. As a result, POV-Ray
clips the red values.
The image spectral_orange-gld.png uses UberPOV to show the true
luminance of the oranges, but at the expense of saturation. Within the
limitations of the sRGB color system, something has to give.
I would just be careful not to do this with metallic reflection, as that
can cause problems. With metallic reflection, you really would be
reflecting more light than you receive.
Post a reply to this message
Attachments:
Download 'spectral_orange.png' (145 KB)
Download 'spectral_orange-gld.png' (153 KB)
Preview of image 'spectral_orange.png'

Preview of image 'spectral_orange-gld.png'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Cousin Ricky <ric### [at] yahoo com> wrote:
> On 2025-08-12 15:50 (-4), Clarence1898 wrote:
> > Many years ago my grandchildren loved to play with this when they came over. I
> > thought it would be fun to model it in povray. One problem I had was the orange
> > color of the arm was not bright enough. I could never get it bright enough
> > until I learned you could specify color values greater than one. Using
> > rgb<2.0,0.5,0.0> finally matched the real object.
>
> Assuming you haven't changed the default finish diffuse, this works out
> to a final color of rgb <1.2, 0.3, 0.0>. Counterintuitively, I have
> found that this color is quite physically possible in the real world,
> given the limitations of the sRGB color system used by most computer
> screens.
>
> The image spectral_orange.png shows some spectral power distributions
> for oranges and adjacent colors. As you can see from the negative
> channel values, all of these colors are too saturated to be shown
> accurately on a standard computer screen; what you're seeing is a
> desaturated approximation. But relevantly, all but the first and last
> colors have red values greater than one, even though they never reflect
> more light than they receive at any wavelength. As a result, POV-Ray
> clips the red values.
>
> The image spectral_orange-gld.png uses UberPOV to show the true
> luminance of the oranges, but at the expense of saturation. Within the
> limitations of the sRGB color system, something has to give.
>
> I would just be careful not to do this with metallic reflection, as that
> can cause problems. With metallic reflection, you really would be
> reflecting more light than you receive.
This is the texture I used:
#declare tPlasticOrange =
texture {
pigment{rgb <2.000, 0.50, 0.0>}
finish {
ambient 0.1
diffuse 0.6
specular 0.3
}
}
It was derived by pure trial and error. Until I increased the red value above 1
I couldn't get the color bright enough to match the real object. I took a
picture of the object and adjusted the color and finish until it matched. I
will keep in mind not to do that with metals. Though now I am tempted to try it
just to see what happens.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Clarence1898" <dle### [at] comcast net> wrote:
> Cousin Ricky <ric### [at] yahoo com> wrote:
> > On 2025-08-12 15:50 (-4), Clarence1898 wrote:
> > > Many years ago my grandchildren loved to play with this when they came over. I
> > > thought it would be fun to model it in povray. One problem I had was the orange
> > > color of the arm was not bright enough. I could never get it bright enough
> > > until I learned you could specify color values greater than one. Using
> > > rgb<2.0,0.5,0.0> finally matched the real object.
> >
> > Assuming you haven't changed the default finish diffuse, this works out
> > to a final color of rgb <1.2, 0.3, 0.0>. Counterintuitively, I have
> > found that this color is quite physically possible in the real world,
> > given the limitations of the sRGB color system used by most computer
> > screens.
> >
> > The image spectral_orange.png shows some spectral power distributions
> > for oranges and adjacent colors. As you can see from the negative
> > channel values, all of these colors are too saturated to be shown
> > accurately on a standard computer screen; what you're seeing is a
> > desaturated approximation. But relevantly, all but the first and last
> > colors have red values greater than one, even though they never reflect
> > more light than they receive at any wavelength. As a result, POV-Ray
> > clips the red values.
> >
> > The image spectral_orange-gld.png uses UberPOV to show the true
> > luminance of the oranges, but at the expense of saturation. Within the
> > limitations of the sRGB color system, something has to give.
> >
> > I would just be careful not to do this with metallic reflection, as that
> > can cause problems. With metallic reflection, you really would be
> > reflecting more light than you receive.
>
> This is the texture I used:
>
> #declare tPlasticOrange =
> texture {
> pigment{rgb <2.000, 0.50, 0.0>}
> finish {
> ambient 0.1
> diffuse 0.6
> specular 0.3
> }
> }
>
> It was derived by pure trial and error. Until I increased the red value above 1
> I couldn't get the color bright enough to match the real object. I took a
> picture of the object and adjusted the color and finish until it matched. I
> will keep in mind not to do that with metals. Though now I am tempted to try it
> just to see what happens.
Very cool! I, too, like creating models of toys and have several scenes with
older ones.
Did you use image-maps for the labels?
Another thing to try with the textures would be to use fresnel reflection in the
finish.
-- Chris R
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Chris R" <car### [at] comcast net> wrote:
> Very cool! I, too, like creating models of toys and have several scenes with
> older ones.
I had modeled those Brain Flakes at one point, intending to come up with some
sort of system to guide building things with the interlocking slots.
Certainly other building systems like Zoob or Zometool are just begging to be
modeled and assembled!
Tinker Toys, Erector Sets, Capsela, and plenty of other classics. would be cool.
- BE
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Hi(gh)!
On 13.08.25 17:50, Bald Eagle wrote:
> Tinker Toys, Erector Sets, Capsela, and plenty of other classics. would be cool.
Baufix! Plasticant (I remember a German POVer having come up here with a
Plasticant scene about 20 years ago... having played with Plasticant
myself in my 1970s childhood, it was quite a deja-vu!)! And, of course,
Fischertechnik - which is not just a toy, but up to this very day
commonly used for "adult" industrial demonstration models!
See you in Khyberspace!
Yadgar
--
VBI BENE, IBI BACTRIA!
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Chris R" <car### [at] comcast net> wrote:
> "Clarence1898" <dle### [at] comcast net> wrote:
> > Cousin Ricky <ric### [at] yahoo com> wrote:
> > > On 2025-08-12 15:50 (-4), Clarence1898 wrote:
> > > > Many years ago my grandchildren loved to play with this when they came over.
I
> > > > thought it would be fun to model it in povray. One problem I had was the
orange
> > > > color of the arm was not bright enough. I could never get it bright enough
> > > > until I learned you could specify color values greater than one. Using
> > > > rgb<2.0,0.5,0.0> finally matched the real object.
> > >
> > > Assuming you haven't changed the default finish diffuse, this works out
> > > to a final color of rgb <1.2, 0.3, 0.0>. Counterintuitively, I have
> > > found that this color is quite physically possible in the real world,
> > > given the limitations of the sRGB color system used by most computer
> > > screens.
> > >
> > > The image spectral_orange.png shows some spectral power distributions
> > > for oranges and adjacent colors. As you can see from the negative
> > > channel values, all of these colors are too saturated to be shown
> > > accurately on a standard computer screen; what you're seeing is a
> > > desaturated approximation. But relevantly, all but the first and last
> > > colors have red values greater than one, even though they never reflect
> > > more light than they receive at any wavelength. As a result, POV-Ray
> > > clips the red values.
> > >
> > > The image spectral_orange-gld.png uses UberPOV to show the true
> > > luminance of the oranges, but at the expense of saturation. Within the
> > > limitations of the sRGB color system, something has to give.
> > >
> > > I would just be careful not to do this with metallic reflection, as that
> > > can cause problems. With metallic reflection, you really would be
> > > reflecting more light than you receive.
> >
> > This is the texture I used:
> >
> > #declare tPlasticOrange =
> > texture {
> > pigment{rgb <2.000, 0.50, 0.0>}
> > finish {
> > ambient 0.1
> > diffuse 0.6
> > specular 0.3
> > }
> > }
> >
> > It was derived by pure trial and error. Until I increased the red value above 1
> > I couldn't get the color bright enough to match the real object. I took a
> > picture of the object and adjusted the color and finish until it matched. I
> > will keep in mind not to do that with metals. Though now I am tempted to try it
> > just to see what happens.
>
> Very cool! I, too, like creating models of toys and have several scenes with
> older ones.
>
> Did you use image-maps for the labels?
>
> Another thing to try with the textures would be to use fresnel reflection in the
> finish.
> -- Chris R
Yes, I scanned the labels and used them for an image_map. I have never used
fresnel reflection, will have to try it. I enjoy modeling interesting things.
I didn't have povray when my kids were little, but enjoyed doing the toys my
grandkids had. Now that they are grown I don't have any toys to model anymore.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Clarence1898" <dle### [at] comcast net> wrote:
> I didn't have povray when my kids were little, but enjoyed doing the toys my
> grandkids had. Now that they are grown I don't have any toys to model anymore.
In a toy store: "Mommy! Why is that old man going though that pile of toys?"
Mommy says quietly "Don't stare Billy."
Sorry had to :)
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Bald Eagle" <cre### [at] netscape net> wrote:
> "Chris R" <car### [at] comcast net> wrote:
>
> > Very cool! I, too, like creating models of toys and have several scenes with
> > older ones.
>
> I had modeled those Brain Flakes at one point, intending to come up with some
> sort of system to guide building things with the interlocking slots.
>
> Certainly other building systems like Zoob or Zometool are just begging to be
> modeled and assembled!
>
> Tinker Toys, Erector Sets, Capsela, and plenty of other classics. would be cool.
>
> - BE
This was my attempt with the magnetic-transparent-plastic tiles my grandchildren
play with:
https://news.povray.org/povray.binaries.images/thread/%3Cweb.670e67e359d42c9e3a6dfc485cc1b6e%40news.povray.org%3E/?ttop
=446012&toff=50
I didn't go so far as to try and automate the placement based on where the
magnets end up in each tile.
-- Chris R
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|
 |