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Xplo,
Yes, they emit almost all energy at 589nm, if I remember. I had
thought some about using a post render filter though I do not have Photoshop.
I tried to 'pre-process' the pigments in all my textures, but so far at least
I have not gotten it right. Have others gotten this kind of thing to
work?
If I write the filter myslef, I am pretty sure I need to figure out the
minimum intensity of color I can keep in the RGB ratios which best match the
wavelength of the real color? Am I off track?
Bill P.
>
> Are those the bright yellow ones that seem to destroy most of the colors
> viewed under them, like you were looking through a yellow filter or
> something? If so, you might consider using Photoshop (if you have it) to
> post-process the image.. might be easier than trying to get the right
> look inside POV-Ray (with all the associated test renders).
>
> -Xplo
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William F. Pokorny wrote:
>
> If I write the filter myslef, I am pretty sure I need to figure out the
> minimum intensity of color I can keep in the RGB ratios which best match the
> wavelength of the real color? Am I off track?
I hate to tell you this, but I really have no idea ^^;
What you need here is some kind of yellow filter that lets yellow pass
through unaltered but mostly blocks other colors of light, and I'm not
really sure how you would simulate this in POV-Ray post-processing.
Depending on how well POV-Ray simulates light frequencies (something
which might make a good POV 4 feature request, as it would replace the
presently-hacky photon dispersion, allow for more realistic light
scattering in atmosphere, allow for more controllable irridescence, and
so on, but I digress) you could try making all the lights strongly
yellowish and see if you get the proper effect.. but I suspect you won't.
-Xplo
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