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I refer to the thread in povray.general - Future of missing "assume_gamma"
(http://news.povray.org/povray.general/thread/%3Cweb.5dbe6e69db426e49984b401a0%40news.povray.org%3E/).
I always rendered with gamm 1.0 from 1999 to 2005. Then I realized Gilles Tran
went back from gamma 1 to gamma 2.2 back in 2002 or 2003. Christoph Gerber
always used gamma 2.6 in his fantastic images (e.g.
http://hof.povray.org/River.html).
I know all the arguments for gamma 1.0 - but I like the sharper contrasts coming
with gamma 2.2.
Of course I tried several times to get the same effects with gamma 1.0, but most
of the times I used gamma 2.2 in the end.
Here I show an image of a display I saw in a mall, consisting of about 50*100
small tiltable plates (brushed aluminum I assume) showing some animated
patterns.
I tried hard to get a similar image with gamma 1, but no chance - it always
looked boring to me.
But perhaps I'm wrong - here is the source -
#version 3.7;
#declare RAD = 4;
global_settings {
assumed_gamma 2.2
max_trace_level 5
noise_generator 2
#if(RAD > 0)
radiosity {
pretrace_start 0.08
pretrace_end 0.04/RAD
count 30*RAD
nearest_count min (20, RAD)
error_bound 2/RAD
low_error_factor 0.5
recursion_limit 1
gray_threshold 0
minimum_reuse 0.015
brightness 1
adc_bailout 0.005
normal on
media on
}
#end
}
#include "stdinc.inc"
camera {
ultra_wide_angle
location <21,-22.4,-28>
look_at <30,16,0>
right x*16/9
angle 30
}
light_source {
<0,0,-100000>
color rgb 2.42
}
sky_sphere {
pigment {
average
pigment_map {
[1 function {max (min (y, 1), 0)}
color_map {
[0 rgb 2.35]
[0.96 rgb 4.5]
[1 rgb 13.5]
}
]
[1 function {max (min (y, 1), 0)}
turbulence 0.2
color_map {
[0 rgbt 1]
[0.5 rgbt <0.385,0.77,1.1,1>]
}
rotate z*-45
]
}
}
}
plane {
z, 1
pigment {color rgb 0}
finish {reflection {0, 0.5}}
}
#macro RoundBox (A, B, Edge)
#local AA = <min (A.x,B.x),min (A.y,B.y),min (A.z,B.z)>;
#local BB = <max (A.x,B.x),max (A.y,B.y),max (A.z,B.z)>;
#local LBF = AA;
#local RBF = <BB.x,AA.y,AA.z>;
#local RBB = <BB.x,AA.y,BB.z>;
#local LBB = <AA.x,AA.y,BB.z>;
#local LTF = <AA.x,BB.y,AA.z>;
#local RTF = <BB.x,BB.y,AA.z>;
#local RTB = BB;
#local LTB = <AA.x,BB.y,BB.z>;
union {
sphere {LBF, Edge}
sphere {RBF, Edge}
sphere {RBB, Edge}
sphere {LBB, Edge}
sphere {LTF, Edge}
sphere {RTF, Edge}
sphere {RTB, Edge}
sphere {LTB, Edge}
cylinder {LBF, RBF, Edge}
cylinder {LBB, RBB, Edge}
cylinder {LTB, RTB, Edge}
cylinder {LTF, RTF, Edge}
cylinder {LBF, LTF, Edge}
cylinder {RBF, RTF, Edge}
cylinder {RBB, RTB, Edge}
cylinder {LBB, LTB, Edge}
cylinder {LTB, LTF, Edge}
cylinder {LBB, LBF, Edge}
cylinder {RTB, RTF, Edge}
cylinder {RBB, RBF, Edge}
box {AA-Edge*x, BB+Edge*x}
box {AA-Edge*y, BB+Edge*y}
box {AA-Edge*z, BB+Edge*z}
}
#end
#declare metal =
texture {
pigment {color rgb <1,0.98,0.96>}
finish {
diffuse 0.1
specular 0.5
metallic
reflection 0.2
}
normal {
wood
scale 0.0005
slope_map {
[0 <0.5, 1>]
[0.25 <1, 0>]
[0.5 <0.5, -1>]
[0.75 <0, 0>]
[1 <0.5, 1>]
}
accuracy 0.0001
}
}
#declare metal2 =
texture {
pigment {color rgb <1,0.98,0.96>}
finish {
diffuse 0.1
specular 0.5
metallic
reflection 0.2
}
normal {
wrinkles
scale 0.01
bump_size 0.1
accuracy 0.0001
}
}
#declare f_tilt =
function {
pigment {
waves
translate <24,18,0>
}
}
#declare s = seed (7);
#declare Tx = -110;
#declare Ty = -155;
#while (Ty < 110)
#while (Tx < 155)
union {
object {
RoundBox (<-0.44,-0.44,-0.44>, <0.44,0.44,0.44>,
0.04)
scale <1,1,0.05>
texture {metal}
rotate x*(f_tilt (Tx,Ty,0).x-0.5)*60
translate <Tx,Ty,0>+0.5
}
cylinder {
<-0.5,0,0.04>, <0.5,0,0.04>, 0.0125
texture {metal2}
translate <Tx,Ty,0>+0.5
}
}
#declare Tx = Tx+1;
#end
#declare Tx = 0;
#declare Ty = Ty+1;
#end
Regards,
Norbert
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