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TinCanMan wrote:
> a read here http://www.fourmilab.ch/documents/specrend/
He he... :) This is one of my many bookmarks about color and light. I
have read a lot of stuff like this when creating my light macro. Not
that I understood much of it, but I at least extracted some asumptions
for personal use. POV-Ray, as the vast majority of renderers, cant' use
directly spectral data, but we can at least use an aproximation for
"proportionality" purposes. My method is really a bad and weird
aproximation, but it is surprisingly realistic in my own tests against
real photos, in terms of color proportions.
--
Jaime Vives Piqueres
http://www.ignorancia.org/
La Persistencia de la Ignorancia
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> He he... :) This is one of my many bookmarks about color and light. I
> have read a lot of stuff like this when creating my light macro. Not
> that I understood much of it
Me neither, not even the benefit of understanding this. It seems to me just
like another way to think about surface colors, but an input for POV-Ray
will still have to be RGB, so what I did here, was to guess the color based
on the photo, so would there be any difference?
> it is surprisingly realistic in my own tests against
> real photos
Yesterday evening I tried my setup on a more complex object (my computer
keyboard that I made earlier) but the result was disappointing.. I don't
understand why it didn't look realistic and render time was WAY too high!!
I broke it after 4 hours.
Regards,
Hugo
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> You should have used :-).
> At least I see subsurface scattering on the photo.
You're kidding..? Okay if I take the objects in my hand and hold them
against the sun, I see the inside light up.. This means they ARE transparant
a little, but on the photo this seems invisible to me.. And because of that,
I see no reason to slow down my render even more.. A higher quality of
radiosity on the other hand, could improve the blocky shadows.
Regards,
Hugo
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> You're kidding..? Okay if I take the objects in my hand and hold them
> against the sun, I see the inside light up.. This means they ARE transparant
> a little, but on the photo this seems invisible to me.. And because of that,
> I see no reason to slow down my render even more.. A higher quality of
> radiosity on the other hand, could improve the blocky shadows.
The biggest difference between the photo and the render, is the
subsurfacescattering imho...
But nice job anyway :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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> Do the out of frame scene geometry and colors match the
> real scene?
Yes, the most important parts does. It misses a brighter left side (outside
camera view) however.
> POV-Ray output is gamma corrected linear.
> I bet the camera output is something different.
Yes I thought about this too. My cameras response to light may not be
linear, and this might cause the reflection on the photo to be dimmer.. But,
on the other hand it looks too strong on my render.
:o)
Regards,
Hugo
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