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Hi,
I was wondering if I am doing something wrong. I am seeing stripes in my air (a
color map), as if the gradient isn't correct: gets a bit darker than lighter,
than darker etc. in stead of a smooth transition form light blue to dark blue).
A higher resolution (12000x8000) hasn't helped.
#declare T_Sky_G2 = texture {
pigment {
gradient y
color_map {
[0.0 color rgb < 212, 233, 255>/255 ]
[1.0 color rgb < 98, 136, 251>/255]
}
scale y*290 }
finish {
ambient 0.65 }
}
Thanks very much.
Joost
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Joost <nomail@nomail> wrote:
> I was wondering if I am doing something wrong. I am seeing stripes in my air (a
> color map), as if the gradient isn't correct: gets a bit darker than lighter,
> than darker etc. in stead of a smooth transition form light blue to dark blue).
Sounds like the scaling of the texture doesn't match the scaling of the
object you are applying it to.
--
- Warp
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Warp <war### [at] tagpovrayorg> wrote:
> Sounds like the scaling of the texture doesn't match the scaling of the
> object you are applying it to.
>
> --
> - Warp
I've already tried changing that; making a box <1, 1, 1> without scaling the
color_map, and than scaling the object, but that didn't change the result. The
total transition is correct, it's just not a smooth transition but a stripy one
if you look closer.
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Joost <nomail@nomail> wrote:
> I've already tried changing that; making a box <1, 1, 1> without scaling the
> color_map, and than scaling the object, but that didn't change the result. The
> total transition is correct, it's just not a smooth transition but a stripy one
> if you look closer.
It would help identifying the issue if you posted a complete but minimal
scene that demonstrates the problem.
--
- Warp
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Am 03.12.2010 13:36, schrieb Joost:
> Hi,
>
> I was wondering if I am doing something wrong. I am seeing stripes in my air (a
> color map), as if the gradient isn't correct: gets a bit darker than lighter,
> than darker etc. in stead of a smooth transition form light blue to dark blue).
> A higher resolution (12000x8000) hasn't helped.
These are probably color-encoding artifacts: With 8 bit depth per color
channel you can display only so many different colors, and this gives
you banding in very smooth gradients which may still be noticeable.
Did you try a higher-quality output image format, such as OpenEXR or
16-bit PNG?
My favorite way of getting rid of these artifacts is to render to
OpenEXR, and then use IC to convert to the target 8-bit image format. As
IC uses dithering for such conversions, instead of the banding you'll
get 1-bit noise, which the human eye does not notice anymore.
(I already pondered adding native dithered output to POV-Ray, but
implementation will have to wait due to other priorities.)
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Warp <war### [at] tagpovrayorg> wrote:
> It would help identifying the issue if you posted a complete but minimal
> scene that demonstrates the problem.
>
> --
> - Warp
Ah yes: http://www.joostdevries.nl/sky.jpg
I noticed it at the printshop (as did the shop) when I printed a 60x90 cm print.
It's not a major flaw but annoying when printed. I first thought it was in the
conversion tot JPEG, bur found it also present in the BMP and PNG from povray
render.
Thanks for your time.
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Joost <nomail@nomail> wrote:
> Warp <war### [at] tagpovrayorg> wrote:
> > It would help identifying the issue if you posted a complete but minimal
> > scene that demonstrates the problem.
> >
> > --
> > - Warp
> Ah yes: http://www.joostdevries.nl/sky.jpg
I was referring to a POV-Ray scene, rather than an image.
--
- Warp
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Warp <war### [at] tagpovrayorg> wrote:
> I was referring to a POV-Ray scene, rather than an image.
That would just be:
#include "colors.inc"
#declare T_Sky_G = texture {
pigment { gradient y color_map {
[0.0 color rgb < 212, 233, 255>/255 ]
[1.0 color rgb < 98, 136, 251>/255] } }
finish { ambient 0.2 } }
camera { orthographic location <300, 169, -300> look_at <300, 172, 0> right
<590, 0, 0> up <0, 271.4, 0> }
light_source {< -1500, 2200, -2500> rgb < 1, 1, 1> parallel}
light_source {< 0, 2000, -3000> color Gray35 parallel shadowless}
light_source {< 2000, 1000, -500> color Gray20 parallel shadowless}
#declare skybox = box { < 0, 0, 0>, < 1, 1, 1> texture {T_Sky_G} }
object { skybox scale < 750, 234, 1> translate < -50, 97.5, 2000> }
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clipka <ano### [at] anonymousorg> wrote:
> Did you try a higher-quality output image format, such as OpenEXR or
> 16-bit PNG?
I just tried Bits_Per_Color=16, but at least my eye can't spot the difference. I
cound't find OpenEXR in the POVray documentation. Do I need to install 3.7 for
that?
> My favorite way of getting rid of these artifacts is to render to
> OpenEXR, and then use IC to convert to the target 8-bit image format. As
> IC uses dithering for such conversions, instead of the banding you'll
> get 1-bit noise, which the human eye does not notice anymore.
Ah, you could be speaking chinese to me with the same effect ;-) If you could
spare some time to translate that to layman terms, I would very much appriciate
it.
Thanks, Joost
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Joost <nomail@nomail> wrote:
> I just tried Bits_Per_Color=16, but at least my eye can't spot the difference.
Your screen is probably not configured to show 48-bit colors, only 24-bit
ones.
--
- Warp
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