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My goal is getting luminance of final pixels.I have set the output openexr.I
have converted the irradiance to illumiance as the lightsource input,my code is
as below:
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#include "spectral.inc"
#declare SpectralWavelength =700;
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(3.99750132) //convert irradince to illuminance as
input
}
sphere
{
<x1-center_x,y1-center_y,z1-center_z>,
1.55
finish {
ambient 0
emission 0
specular ref
}
}
I have read the openexr resorce code .It says the y channel represents luminance
,how can I set in pov ?Beg a hot!
Post a reply to this message
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> My goal is getting luminance of final pixels.I have set the output openexr.I
> have converted the irradiance to illumiance as the lightsource input,my code is
> as below:
>
> #version 3.7;
> global_settings{ assumed_gamma 1.0 }
> #include "spectral.inc"
> #declare SpectralWavelength =700;
>
> 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(3.99750132) //convert irradince to illuminance as
> input
> }
>
> sphere
> {
> <x1-center_x,y1-center_y,z1-center_z>,
> 1.55
> finish {
> ambient 0
> emission 0
> specular ref
> }
> }
> I have read the openexr resorce code .It says the y channel represents luminance
> ,how can I set in pov ?Beg a hot!
>
>
What does the X and Z channels represent? Hue and saturation?
If that's the case, it's a hue, luminance, saturation (HLS) colour
space. The conversion from RGB should be done automaticaly. Thus, you
have nothing special to do.
Alain
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Alain <kua### [at] videotronca> wrote:
> > My goal is getting luminance of final pixels.I have set the output openexr.I
> > have converted the irradiance to illumiance as the lightsource input,my code is
> > as below:
> >
> > #version 3.7;
> > global_settings{ assumed_gamma 1.0 }
> > #include "spectral.inc"
> > #declare SpectralWavelength =700;
> >
> > 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(3.99750132) //convert irradince to illuminance as
> > input
> > }
> >
> > sphere
> > {
> > <x1-center_x,y1-center_y,z1-center_z>,
> > 1.55
> > finish {
> > ambient 0
> > emission 0
> > specular ref
> > }
> > }
> > I have read the openexr resorce code .It says the y channel represents luminance
> > ,how can I set in pov ?Beg a hot!
> >
> >
>
> What does the X and Z channels represent? Hue and saturation?
> If that's the case, it's a hue, luminance, saturation (HLS) colour
> space. The conversion from RGB should be done automaticaly. Thus, you
> have nothing special to do.
>
>
> Alain
You are a hot person,can I consult your email ?I want to send you my image and
beg you have a look.
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