POV-Ray : Newsgroups : povray.general : CIE.inc. : Re: CIE.inc. Server Time
1 Aug 2024 14:27:24 EDT (-0400)
  Re: CIE.inc.  
From: fls13
Date: 12 Sep 2005 01:20:01
Message: <web.43250fa5b6b23cc2d9c919df0@news.povray.org>
The include files from lightsys go into this folder:

C:Program FilesPOV-Ray for Windows v3.6include

And I pulled this chunk of code from one of the demo files:

// Include CIE color transformation macros by Ive
// used to convert spectrums and kelvin temperatures to RGB
#include "CIE.inc"
CIE_ChromaticAdaption(1) // turning off chromatic adaption for a
photographic look

// CIE Color system selection
//#declare My_ColSys = sRGB_ColSys;
//#declare My_ColSys = Adobe_ColSys;
//#declare My_ColSys = NTSC_ColSys;
#declare My_ColSys = CIE_ColSys;
//#declare My_ColSys = Beta_ColSys;
CIE_ColorSystem(My_ColSys)

// Change color system white point for lights
//CIE_ColorSystemWhitepoint(My_ColSys, Illuminant_A)    // tungsten 2856K
//CIE_ColorSystemWhitepoint(My_ColSys, Blackbody2Whitepoint(3200)) // Film
tungsten A
//CIE_ColorSystemWhitepoint(My_ColSys, Blackbody2Whitepoint(3400)) // Film
tungsten A
//CIE_ColorSystemWhitepoint(My_ColSys, Illuminant_F11)  // fluorescent 4000K
//CIE_ColorSystemWhitepoint(My_ColSys, Illuminant_D50)  // daylight 5000K
//CIE_ColorSystemWhitepoint(My_ColSys, Illuminant_D55)  // daylight 5500K
//CIE_ColorSystemWhitepoint(My_ColSys, Illuminant_D65)  // daylight 6504K
CIE_ColorSystemWhitepoint(My_ColSys, Illuminant_D75)  // daylight 7500K

// Main lightsys include
#include "lightsys.inc"
// Include predefined lumens, spectrums, kelvin temperatures
#include "lightsys_constants.inc"

// Brightness control (global light multiplier):
#declare Lightsys_Brightness=1/6; // adjust for a brighter/dimmer image
#declare Lightsys_ExposureFake=0.625; // experimental.. try 0.625 for an
eye-like adaptation

// Color filter (global color-correction):
#declare Lightsys_Filter=CC20Y; // Yellow CC filter for daylight
//#declare Lightsys_Filter=CC10M; // Magenta CC filter for fluorescents

// light colors from emissive spectrums
#declare Cl_Daylight    =Daylight(7500);
#declare Cl_Sunlight    =Blackbody(5500);

// textures with colors from reflective spectrums
#include "rspd_jvp.inc"
#include "rspd_aster.inc"
// change white point for reflective spectrums

I paste it into the scene file after the global settings and before the
camera and light settings.

And finally, a light that has a lightsys color, which in this instance in
Cl_Daylight:

//(CE.pz3) Sun
light_source {
              <-0.0179173,0.982228,2.67377> //light position
              Light_Color(Cl_Daylight,12)
              spotlight
              tightness 16
              falloff 15
              radius 7.5
              point_at <-0.0179173,-0.04145542,-2.142282>
                }

I'm still getting the hang of it myself, and there are a ton of options, but
this will get you started and feel free to ask follow up questions.


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