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Am 05.10.2011 10:03, schrieb Stan:
> global_settings {
> assumed_gamma 1.4
I strongly suggest you use assumed_gamma 1.0; it's the only way to get
proper color math.
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Am 05.10.2011 10:03, schrieb Stan:
> sphere {
> <0,0,0>,10000
> pigment {
> image_map { hdr "entrance1_color" once interpolate 2 map_type 1 }
> }
> finish { emission 1 }
> hollow
> no_image
> no_reflection
> no_shadow
> }
Try reducing the emission; most HDR images are too bright to be used
with emission 1, and may "drown" any reflections in a sea of pure white.
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> Also note that with HDR (i.e. radiosity-based) illumination, the
> brilliance, specular and roughness parameters have no effect.
>
This is the question! Thank you for you answer. But I ask how to configure floor
to have brilliance, and other. I make mistake, I use not black pigment, I use
white. Is it possible? I am new user of Pov-Ray and don't know a lot.
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On 06/10/2011 8:09 AM, Stan wrote:
> I make mistake, I use not black pigment, I use
> white. Is it possible? I am new user of Pov-Ray and don't know a lot.
pigment { rgb <0,0,0> } is black, pigment { rgb <1,1,1> } is white,
pigment { rgb <1,0,0> } is red and so on.
--
Regards
Stephen
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>
> pigment { rgb <0,0,0> } is black, pigment { rgb <1,1,1> } is white,
> pigment { rgb <1,0,0> } is red and so on.
>
Thank you. I asking is it possible ti make brilliance and other, while using
hdr lighting?
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Am 06.10.2011 09:45, schrieb Stan:
>> pigment { rgb<0,0,0> } is black, pigment { rgb<1,1,1> } is white,
>> pigment { rgb<1,0,0> } is red and so on.
>>
> Thank you. I asking is it possible ti make brilliance and other, while using
> hdr lighting?
There are tools that generate a bunch of classic light sources from a
HDR image (a so-called "light dome"); one such piece of Software is
LightMapGen. At present, that's the closest you can get to having HDR
lighting while still being able to tweak brilliance, specular etc.
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Thank you. My last question. Why when I use HDR my floor is gray? I use pigment
color <1,1,1> Even with emission 1.I like model I get, but I want white floor.
Help me please.
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> Thank you. My last question. Why when I use HDR my floor is gray? I use pigment
> color<1,1,1> Even with emission 1.I like model I get, but I want white floor.
> Help me please.
>
>
If your floor is reflective, give it something white to reflect.
You can use reflection{... metallic}. This will tint the reflection in
white.
You can give it a colour larger than 1, but it's not realistic and can
introduce some other problems.
It's also possible to have a diffuse value larger that 1, but it can
cause other problems.
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Am 07.10.2011 00:11, schrieb Stan:
> Thank you. My last question. Why when I use HDR my floor is gray? I use pigment
> color<1,1,1> Even with emission 1.I like model I get, but I want white floor.
> Help me please.
If you think your floor is too dark, increase the emission of the HDR
sphere; you can safely set it to values greater than 1.
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clipka wrote:
> If you think your floor is too dark, increase the emission of the HDR
> sphere; you can safely set it to values greater than 1.
but isn't it strange not to get full white with pigment 1
and emission 1, regardless of environment? Even with HDR output
it seems to me the output is maxed out so additional lighting
and reflections have no effect (unless negative?).
Actually this led me to play around with negative finish values:
Negative ambient and emission seem to work fine, diffuse
lighting and reflections seem to be clipped at 0 (tried
using 3.7RC3). I'd vote for allowing negative values there
too - light sucking reflections might surely be fun ;)
The effect of diffuse < 0 can also be achieved with
negative light sources, of course, but then affects
all objects).
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