|
|
In article <web.4162efd0ca2b83faa1fd027f0@news.povray.org>,
"Budgery" <bud### [at] yahoocom> wrote:
> The problem is, I want to use radiosity to reflect the light coming from the
> heated object, but either the object turns pure white before it should and
> the ambient light looks correct, OR the object color looks right and the
> ambient light is way too low. i've messed with radiosity settings and
> plenty of ambient functions, but I can't get a good result.
>
> Is it possible to have the ambient light turned waaaay up, but not have it
> affect the object pigment---or more accurately, how it renders the pigment?
The problem is the limited range of standard image formats. When you
turn the ambient up to a realistic level, it is far brighter than
"white", so it gets clipped. You could hack a custom transfer function
into the source or use a patched version that includes HDR output and/or
an exposure function (I think MegaPOV has both). Also, you could "put on
sunglasses"...place a sphere with a filtering texture (say, rgbf < 0, 0,
0, 1/255>) to get the high-brightness areas, and combine the images with
the different luminance magnitudes in a separate program.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
Post a reply to this message
|
|