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It seems like pov should be able to export in 16 bit color. rather than the
24 that it uses defaultly. I have spent a good deal of time working on this
and have yet to figure out a way to do this.
Currently if you are running in sixteen bit mode it creates a banded image.
I have tried exporting a 24 bmp and then coverting it to a 16 bit targ but
this creates the banding (as i suspected) the best solution is really to
have pov export this way.
if any of you more experienced users would like to explain it to me it would
be great.
thanks
eric
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On Tue, 19 Feb 2002 15:14:35 -0500, eric wrote:
> Currently if you are running in sixteen bit mode it creates a banded image.
> I have tried exporting a 24 bmp and then coverting it to a 16 bit targ but
> this creates the banding (as i suspected) the best solution is really to
> have pov export this way.
The banding is an inherent property of 16-bit images. The only way to get
around it is to use some sort of dithering, but that is not something we want
to do in POV itself.
--
#local R=<7084844682857967,0787982,826975826580>;#macro L(P)concat(#while(P)chr(
mod(P,100)),#local P=P/100;#end"")#end background{rgb 1}text{ttf L(R.x)L(R.y)0,0
translate<-.8,0,-1>}text{ttf L(R.x)L(R.z)0,0translate<-1.6,-.75,-1>}sphere{z/9e3
4/26/2001finish{reflection 1}}//ron.parker@povray.org My opinions, nobody else's
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"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] fwi com...
> On Tue, 19 Feb 2002 15:14:35 -0500, eric wrote:
> > Currently if you are running in sixteen bit mode it creates a banded image.
> > I have tried exporting a 24 bmp and then coverting it to a 16 bit targ but
> > this creates the banding (as i suspected) the best solution is really to
> > have pov export this way.
>
> The banding is an inherent property of 16-bit images. The only way to get
> around it is to use some sort of dithering, but that is not something we want
> to do in POV itself.
>
Maybe adding a granite normal will result in some sort of random dithering.
--
#local X=20*<-2,2,5>;#local K=2*z*X-X;#local R=seed(frame_number);blob{#while(K
.x>X.x)#local N=X+<rand(R)rand(R)1>/3;#local X=(vlength(N-K)<vlength(X-K)?N:2*X
-N);sphere{X,1,1rotate z*90}sphere{X,1,1}#end pigment{rgbt 1}interior{media{
emission<2,4,5>*5}}hollow scale.05}// http://nekar_xenos.tripod.com/metanoia/
sphere_sweep{catmull_rom_spline 6<-8,-8>1<-8,-8>1<-8,8>1<8,-8>1<8,8>1<8,8>1
translate 20*z pigment{gradient z scale 3color_map{[0rgb<0,9,18>][1rgb 0]}}}
---
Outgoing mail is certified Virus Free.
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In article <3c733ea9@news.povray.org>,
"Nekar Xenos" <jpr### [at] citywalk co za> wrote:
> Maybe adding a granite normal will result in some sort of random dithering.
A surface normal could get in the way of an existing surface
normal...not impossible, but more difficult. Crand might help, but also
has the disadvantage (or possible advantatge) that it is per-object.
Maybe put an almost completely transparent sphere around the camera, and
use a fine granite texture on that. Something like:
pigment {granite scale 0.001
color_map {[0 rgbf < 1, 1, 1, 0.95>][1 rgbf < 1, 1, 1, 1>]}
}
This might add enough irregularities to the image to scramble the Mach
bands, but not affect the appearance of the image too much. Of course,
this will slow the entire scene a little.
In article <3c72b0aa@news.povray.org>, "eric" <hol### [at] bigfoot com>
wrote:
> It seems like pov should be able to export in 16 bit color. rather than the
> 24 that it uses defaultly. I have spent a good deal of time working on this
> and have yet to figure out a way to do this.
As mentioned, the bands are just a result of converting the colors to
the nearest 16 bit color. POV does write to 16 bit formats, but these
will have the same problem.
The best solution is just to render and view in 24 bit mode. If you
really need 16 bit, reduce them in a good image editor which is capable
of dithering instead of straight conversion.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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