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No need to actually work with glass when it can be ray traced in POV. I like
these minimilist kind of things.
Brings up a question of color that's more often than not been a frustration
of mine. The orange looks brown... or more precisely, it looks like a tea
drink.
Many times I tried to get a traffic cone fluorescent orange color and
failed. Even if the color can be attained alone, any scene change (lighting,
etc.) is almost sure to lose the bright orange color. That seems to go for
yellow sometimes, too.
I think it's video card and LCD related, because the few times I've compared
on another display it looks different. Doubt it would only be gamma at fault
(besides my own fault).
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"Bob" <omniverse*charter!net> wrote:
> Brings up a question of color that's more often than not been a frustration
> of mine. The orange looks brown... or more precisely, it looks like a tea
> drink.
> Many times I tried to get a traffic cone fluorescent orange color and
> failed. Even if the color can be attained alone, any scene change (lighting,
> etc.) is almost sure to lose the bright orange color. That seems to go for
> yellow sometimes, too.
> I think it's video card and LCD related, because the few times I've compared
> on another display it looks different. Doubt it would only be gamma at fault
> (besides my own fault).
I read that it has to do with the way our eyes interpret the combination of red
and green phosphors. I can't remember where, though. Normally I'd take care
of the problem by boosting the finish ( diffuse } value, but this won't work
with glass.
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"Bob" <omniverse*charter!net> wrote:
> Many times I tried to get a traffic cone fluorescent orange color and
> failed.
That's no surprise, because this orange (or rather, "signal red" if it's the
stuff I'm thinking of) is "excessively" orange / red.
As the real-life pigment *is* in fact fluorescent (= absorbs ultraviolet light
and re-emits it in the visible spectrum), it will (seem to) "reflect" e.g. more
red light than a perfectly white surface would.
To simulate it in POV-Ray, you need to (1) set (some of) the color components to
values >1.0 as appropriate, and (2) reduce the overall lighting of the scene so
that your "plain white" is less bright than the display can get.
I recommend using HDR output (available in MegaPOV 1.2.1 or current POV betas,
and viewable with e.g. the freeware programs "HDRView" or "HDRShop"), because
the file format can easily represent color values >100%, so you can later toy
around with overall brightness (and gamma, for that matter).
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"Cousin Ricky" <ric### [at] yahoocom> wrote in message
news:web.4991ffd7dddf939e85de7b680@news.povray.org...
> "Bob" <omniverse*charter!net> wrote:
>> Brings up a question of color that's more often than not been a
>> frustration
>> of mine. The orange looks brown... or more precisely, it looks like a tea
>> drink.
>> Many times I tried to get a traffic cone fluorescent orange color and
>> failed. Even if the color can be attained alone, any scene change
>> (lighting,
>> etc.) is almost sure to lose the bright orange color. That seems to go
>> for
>> yellow sometimes, too.
>
> I read that it has to do with the way our eyes interpret the combination
> of red
> and green phosphors. I can't remember where, though. Normally I'd take
> care
> of the problem by boosting the finish ( diffuse } value, but this won't
> work
> with glass.
Maybe you could try increasing color beyond 1, like Clipka was saying. I
realize there's probably ways to eventually attain some desired color
needed, but what typically causes me trouble is simply typing something up
and not getting the expected result. I was just expressing that here, not
meaning to hijack your rendered rainbow pics.
;)
Just now trying for that elusive orange and got this:
sphere {
0, 1
texture {
pigment {
radial
frequency 2
color_map {
[0.1 color rgb <1.0,0.0,0.0> ]
[0.2 color rgb <1.0,0.1,0.01>*1.5 ]
[0.3 color rgb <1.0,0.1,0.01>*1.5 ]
[0.4 color rgb <1.0,1.0,0.0> ]
[0.5 color rgb <1.0,1.0,0.0> ]
[0.6 color rgb <0.0,1.0,0.0> ]
[0.7 color rgb <0.0,1.0,0.0> ]
[0.8 color rgb <0.0,0.0,1.0> ]
[0.9 color rgb <0.0,0.0,1.0> ]
[1.0 color rgb <1.0,0.0,1.0> ]
}
triangle_wave
}
finish{
// ambient 0.1 diffuse 1.5
}
}
rotate 45*y
translate <0,0,3>
}
light_source {<30, 30, -30>,1}
Which, as you can see, is a very red color with very little blue. In lieu of
a finish tweak I went with increased color values, as was said by Clipka.
Used in a scene might be another matter, anyway this is what I'm thinking of
as orange (if anybody renders this and sees the same). Orange as in
tree-borne fruit, if not traffic cone orange?
Oh, and I also liked the ceramic rainbow... just not as much as glass with
all its play of light.
Bob
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