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On 2025-03-14 08:16 (-4), Mr wrote:
>
> a) From afar, the brightness seems sligthly off... as if the
> texture-to-lighting-to-final-image gamma was somehow too high ...doubled? / not
> reverse corrected as should happen in linear workflows allowing best contrast
> preservation or maybe a media is at play in the room?
Probably just the overall lighting. I did not use radiosity, and the
ambient may be a little high.
> b) Then opening the image at maximum size... Doesn't the anti-aliasing look to
> be off? or too low? Is it Method 3 and/or no AA value combined with a camera
> aperture? Where this shows most is on edge of the glass where some kinds of
> fireflies appear.
It's the hyper-white of the highlights. Since POV-Ray 3.6, color values
are clipped post-anti-aliasing, which results in jaggies on bright
highlights. The only way to solve this is post-processing. Sam Benge
and I have both written tools in POV-Ray SDL that can do this, although
thus far only Sam has published his tool.
Prior to 3.6, colors were clipped before anti-aliasing, which made for
anemic-looking, albeit jaggies-free, highlights. I actually prefer the
post-clipping of the newer POVs, because that can be fixed--especially
if the image is rendered to EXR.
> Are you using a branch, or vanilla 3.8 pov? I would be curious to know the
> render time.
Vanilla 3.7.0.10, actually. 3.8 would have given more accurate
highlights, but it wouldn't have changed the overall impression of the
scene. I did not record the render time, but it must have been a
half-hour or so.
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