POV-Ray : Newsgroups : povray.binaries.images : Now in Technicolor(tm) : Re: Now in Technicolor(tm) Server Time
4 Nov 2024 13:42:37 EST (-0500)
  Re: Now in Technicolor(tm)  
From: fls13
Date: 27 Apr 2008 17:40:00
Message: <web.4814f1de55313ff4989e735d0@news.povray.org>
"Ive" <ive### [at] lilysoftcom> wrote:
> As promides. Surely I prefer the b/w version but maybe some
> will also like this one. Lately I met a - lets just say - a young person
> telling me she never watches b/w movies because, well, because
> they are not in color.
>
> Well, at least the picture shows my bad taste in choosing colors.
> In my defense I have to say the b/w version was always in my mind
> so the luminance was much more important than the hue. And e.g.
> a white dress would have looked like a wedding dress so it had to
> be something else but still quite bright.
>
> The colors (and image maps) are all defined as "real world colors"
> and the gray conversion is done by a macro. For the curious, below
> is a code snipped how it is done.
>
> -Ive
>
> // -----------------------------------------------------------------------------
>
> #declare MakeGray = on;     // b/w or technicolor
>
> #include "CIE.inc"                  // lightsys must be installed
>
> CIE_GamutMapping(off)       // not needed
>
> CIE_ChromaticAdaption(off)
>                             // must be off in that case, otherwise it would
>                             // compensate for the change  in the whitepoint
>
> CIE_ColorSystemWhitepoint(sRGB_ColSys, Daylight2Whitepoint(5250))
>                             // this creates a slighly red color shift and gives
> a
>                             // nice faint sepia tone in the b/w image. Values

>
>
> #macro Color(R,G,B)
>   #if (!MakeGray)
>     ReferenceRGB(<R,G,B>)
>   #else
>     // grayscaling for linear color space i.e. gamma = 1.0
>     #local G = R * 0.3086 + G * 0.6094 + B * 0.0820;
>     ReferenceRGB(<G,G,G>)
>   #end
> #end
>
>
> #declare MyTexture = texture {
>   pigment {rgb Color(0.7, 0.2, 0.1) transmit 0}
>   finish {ambient 0  diffuse 1 specular 0.4}
> }
>
>
> // -----------------------------------------------------------------------------

Hey, awesome work on this render and lightsys in general.


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