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Le 2022-02-22 à 10:48, Thomas de Groot a écrit :
> 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.
>
Why struggle to keep old scenes to render identically when the change
make them better ?
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