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"Clarence1898" <dle### [at] comcast net> wrote:
> Cousin Ricky <ric### [at] yahoo com> wrote:
> > On 2025-08-12 15:50 (-4), Clarence1898 wrote:
> > > Many years ago my grandchildren loved to play with this when they came over. I
> > > thought it would be fun to model it in povray. One problem I had was the orange
> > > color of the arm was not bright enough. I could never get it bright enough
> > > until I learned you could specify color values greater than one. Using
> > > rgb<2.0,0.5,0.0> finally matched the real object.
> >
> > Assuming you haven't changed the default finish diffuse, this works out
> > to a final color of rgb <1.2, 0.3, 0.0>. Counterintuitively, I have
> > found that this color is quite physically possible in the real world,
> > given the limitations of the sRGB color system used by most computer
> > screens.
> >
> > The image spectral_orange.png shows some spectral power distributions
> > for oranges and adjacent colors. As you can see from the negative
> > channel values, all of these colors are too saturated to be shown
> > accurately on a standard computer screen; what you're seeing is a
> > desaturated approximation. But relevantly, all but the first and last
> > colors have red values greater than one, even though they never reflect
> > more light than they receive at any wavelength. As a result, POV-Ray
> > clips the red values.
> >
> > The image spectral_orange-gld.png uses UberPOV to show the true
> > luminance of the oranges, but at the expense of saturation. Within the
> > limitations of the sRGB color system, something has to give.
> >
> > I would just be careful not to do this with metallic reflection, as that
> > can cause problems. With metallic reflection, you really would be
> > reflecting more light than you receive.
>
> This is the texture I used:
>
> #declare tPlasticOrange =
> texture {
> pigment{rgb <2.000, 0.50, 0.0>}
> finish {
> ambient 0.1
> diffuse 0.6
> specular 0.3
> }
> }
>
> It was derived by pure trial and error. Until I increased the red value above 1
> I couldn't get the color bright enough to match the real object. I took a
> picture of the object and adjusted the color and finish until it matched. I
> will keep in mind not to do that with metals. Though now I am tempted to try it
> just to see what happens.
Very cool! I, too, like creating models of toys and have several scenes with
older ones.
Did you use image-maps for the labels?
Another thing to try with the textures would be to use fresnel reflection in the
finish.
-- Chris R
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