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"Bald Eagle" <cre### [at] netscapenet> wrote:
> I think what you need to do is a calibration scene, much like doing a
> calibration exposure in the Zone System for making black & white prints.
Here's something along the lines of what I was thinking, just to show the
concept. I haven't altered the media parameters (as Alain will point out) from
the example in the wiki, except for changing it to absorption of red x 10
#version 3.8;
global_settings {assumed_gamma 1.0}
#include "colors.inc"
camera {
location <0, 0, -12.0>
look_at 0
//angle 30
}
light_source {<0, 2, -20> White}
#declare Container_T= texture {
pigment {rgbt <1,1,1,1>}
finish {ambient 0 diffuse 0}
}
#declare Scale=2;
// linear prism in y-direction: from .. ,to ..,number of points (first = last)
prism { -1.00, 1.00 , 4
<-5.00, 0.00>, // first point
<-5.00, -1.00>,
< 5.00, 0.00>,
<-5.00, 0.00> // last point = first point !!!
hollow
texture {Container_T}
interior {
media {
intervals 1
samples 1,1
absorption <10, 0, 0>
}
}
translate <-2.1,0,0>
}
box {<-8, -1, 0.5>, <8, 1, 1> pigment {Red}}
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