|
|
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 ?...
Post a reply to this message
|
|