POV-Ray : Newsgroups : povray.beta-test : Struggling with gamma... : Re: Struggling with gamma... Server Time
2 Jul 2024 10:42:24 EDT (-0400)
  Re: Struggling with gamma...  
From: Gyscos
Date: 27 Jun 2010 03:00:00
Message: <web.4c26f6bb65b49d46e3006550@news.povray.org>
Sure !

Here is a simple scene I use to test some scattering :


// ----------------------------------------

camera {
    location  <1.4, 0.5, -4.8>
    look_at   <-0.1, -1,  0.0>
}


light_source {
  <0, 0, 0>
  rgb 1
  translate 10*z
}

// ----------------------------------------

// The Wall
difference {
  box {
    <-5, -0.5, -0.2>,
    < 5,  0.5,  0.2>
  }
  #declare i = 0;
  #while (i < 9)
    cylinder {
      <0, 0, -1>
      <0, 0,  1>
      0.3
      translate (-4 + i) * x
    }
    #declare i = i + 1;
  #end
  pigment { rgb 1 }
  finish { ambient 0 }
}

// Dust
box {
  <-4.999, -0.499, -4.999>,
  < 4.999,  0.499,  0.499>
  pigment { rgbt 1 }
  hollow
  interior {
    media {
      intervals 20
      scattering {
        2, rgb 0.1
      }
    }
  }
}

On 3.6, I would get the result I was looking for. In 3.7, with the now-real
gamma computation, the light rays are too bright. So I tried to set a lower
color for the media (0.01 instead of 0.1), but I can't get as much contrast as I
did in 3.6...
The workaround I use is to use type 3 instead of type 2, wich is more directive,
and then gives more contrast...

----

When're you're talking about the computed file, is it the colors of the pixels
stored ? Or after the gamma correction ?
Cause if the gamma correction is set to linear, then a linear preview in POV-Ray
wouldn't be wrong, would it ?...


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