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Well, things are going better, but I have a problem with my glass texture.
I posted the scene file in scene-files, and the image in images.
What's happening is that the red is exactly what I want, but the blue, which
is the same texture, is barely visible.. Not sure what I need to do to fix
this.
The two objects are using exactly the same texture.
The relevant bits below, compressed
#declare Col_Sapphire_06 = color rgbf <0.0784, 0.1706, 1.0000, 0.99>;
#declare Col_Ruby_06 = color rgbf <1.0000, 0.1706, 0.0784, 0.99>;
#declare Glass_Interior = interior { ior 2.5
caustics 1.0
}
#declare Glass = texture { pigment { rgbf <0.98, 1.0, 0.99, 0.99> }
finish { ambient 0.0 //0.10 // As if from
scattered light in the scene
diffuse 0.0 //0.10 // reflections from
light sources
brilliance 0.0 // higher makes more
metallic appearance
#ifndef (Phong_Off)
phong 1.0
phong_size 50 // higher = more
polished
metallic 0.5 // 0 - 1
#end
reflection { .01 // mirror-like quality
, min max
fresnel on
metallic 0 // 0-> 1
}
specular 0.25 //Similar to phong, all
over the surface
// too much spec looks
like pool balls
roughness .02 //This gives a nice shine,
0.00005 - 1.0 (rough)
conserve_energy
}
}
// Ruby glass
#declare Ruby_Glass = texture { Glass
pigment { Col_Ruby_06 }
}
// Saphire glass
#declare Saph_Glass = texture { Glass
pigment { Col_Sapphire_06 }
}
#declare M_Ruby_Glass = material { texture {Ruby_Glass}
interior {Glass_Interior}
}
#declare M_Saph_Glass = material { texture {Saph_Glass}
interior {Glass_Interior}
}
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That's a pretty cool picture.
The black background conspires with the dark blue to make the red much more
apparent. Pick a lighter background colour like a neutral gray, or go all
the way to white.
Colour-wise, <0.0784, 0.1706, 1.0000> is somewhat different from <1.0000,
0.1706, 0.0784>, I mean, apart from the obvious hue change. In The Gimp the
red <255,40,20> looks significantly brigther to me than the blue <20,40,255>
(I obtained these values by multiplying your colour vector by 256). It could
be just monitor settings, though. :p
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"Grassblade" <nomail@nomail> wrote in message
news:web.458853d7fde9e5dae6efd0310@news.povray.org...
> That's a pretty cool picture.
> The black background conspires with the dark blue to make the red much
> more
> apparent. Pick a lighter background colour like a neutral gray, or go all
> the way to white.
I tried white as background, and as sky sphere, looked like hell.
Also, both background and sky sphere seemed to illuminate the scene pretty
powerfully. I had my single light set to 0.00 and ambient set globally to 0.
> Colour-wise, <0.0784, 0.1706, 1.0000> is somewhat different from <1.0000,
> 0.1706, 0.0784>, I mean, apart from the obvious hue change. In The Gimp
> the
> red <255,40,20> looks significantly brigther to me than the blue
> <20,40,255>
> (I obtained these values by multiplying your colour vector by 256). It
> could
> be just monitor settings, though. :p
Yeah, it looks ok on my monitor, but not nearly as bright as the red.
I will post another version that uses just the hearts, and the exact same
material in blue looks fabulous.
Must be the lighting angles?
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"dave vanhorn" <mic### [at] gmailcom> wrote in message
news:45887936@news.povray.org...
> Yeah, it looks ok on my monitor, but not nearly as bright as the red.
> I will post another version that uses just the hearts, and the exact same
> material in blue looks fabulous.
> Must be the lighting angles?
Dave, I tried your original code with black background and turned rad
and photons off. The blue to me, looked better.
~Steve~
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Grassblade wrote:
> That's a pretty cool picture.
> The black background conspires with the dark blue to make the red much more
> apparent. Pick a lighter background colour like a neutral gray, or go all
> the way to white.
> Colour-wise, <0.0784, 0.1706, 1.0000> is somewhat different from <1.0000,
> 0.1706, 0.0784>, I mean, apart from the obvious hue change. In The Gimp the
> red <255,40,20> looks significantly brigther to me than the blue <20,40,255>
> (I obtained these values by multiplying your colour vector by 256). It could
> be just monitor settings, though. :p
>
It's not just your monitor settings: perceptually, the same value
is significantly darker if it's blue than red (and green is the
brightest). When computing the equivalent brightness for a colour,
you should use the following coefficients:
In the Gimp on a PC (Macs have different values):
brightness = blue * 0.11 + green * 0.54 + red * 0.35
In Povray the coefficients should be gamma corrected:
brightness = blue * 0.02 + green * 0.71 + red * 0.27
Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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iD8DBQFFiSaAd0kWM4JG3k8RAtrNAJwN1la6adHtxe+T+y3Dl+NUvCCNrgCgh9wS
1iwgrJOOZ3ALTWvr0yFfeBg=
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I know about the perceptual difference, but the same material really lights
up at a different angle. But, that won't work with the scene.
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