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Op 22-2-2022 om 14:36 schreef Cousin Ricky:
> When Thomas de Groot challenged Alain and me to write improved
> metals.inc, one of my first thoughts was "Why bother? It's a lost
> cause." Alain's solution was to just replace all the ambients with 0,
> but I think that's too simplistic. That file and golds.inc were written
> before POV-Ray had metallic reflection. File golds.inc goes through an
> elaborate ritual to compensate for this deficiency, while metals.inc
> ignores the problem completely. Everything about those two files
> screams "OBSOLETE!" But the challenge still gnaws at me.
>
> One question that must be answered is should we assume that the colors
> are gamma pre-encoded? Image stock_metal_gamma-srgb.jpg assumes that
> they are, and uses the srgbft keyword to decode them. Image
> stock_metal_gamma-linear.jpg assumes they are not, and just uses the
> colors as-is. Comparing them, it seems to me that the colors were not
> pre-encoded, unlike those in colors.inc.
>
> Both images use assumed_gamma 1, and the spheres use this finish:
>
> finish
> { ambient 0 diffuse 0
> reflection { 1 metallic }
> specular albedo 1 metallic
> roughness 1 / 3000
> }
>
> Of course, any improvements to these files will cause old scenes to look
> different. Better, but different.
I truly appreciate your thoughts and efforts. To address your last
comment: I am increasingly convinced that trying at all costs to find
solutions, at the same time preserving the aspect of old scenes, is a
dead end. I would strongly be in favour of making those textures up to
date, whatever the costs. For older scenes, there still are the older
POV-Ray versions available if necessary.
--
Thomas
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