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Am 29.08.2012 13:12, schrieb Ive:
> Am 29.08.2012 12:08, schrieb clipka:
>> Am 29.08.2012 07:42, schrieb Ive:
>>
>>> But what I will try some day is using POV-Ray as spectral renderer :)
>>
>> And what /I/ will do some day is make a spectral rendering patch for
>> POV-Ray :-)
>>
>> From a mathematical point of view, the classic three-component RGB
>> approach is a pretty poor one, no matter what color space you're using.
>> From all the brain-wrecking I did about the topic, I suspect that a
>> straightforward N-channel spectral approach is the best solution.
>>
> Do you really think this is worth the effort?
I won't know until I try :-)
> To really benefit from a
> spectral render engine one needs spectral data for diffuse and specular
> reflectance for A LOT of materials. But somehow I suspect not that many
> POV-Ray users have a spectrophotometer at home.
While that's certainly true, I guess even with rgb-specified colors it
will already do some good to scenes with colored transparent objects, so
that e.g. two orange filters in sequence won't necessarily exhibit a hue
shift towards red, but could retain the orange hue while just gaining in
saturation.
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