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Hey all. I'm using a tool my friend wrote for making Pov scenes- it
basically takes my 3D models and textures, and builds a simple pov scene
with it, using the textures in image maps for the pigments.
The problem is that my daytime renders always come out very washed out. I
usually use a skylight with a faint blue hue, and a white sun light.
Nothing fancy, really. I tried changing the diffuse values for the
materials, I tried downing the brightness of the skylight, and I tried
changing the hue and intensity of the sun, with no success. Basically,
each has the effect you'd expect- lower diffuse makes the materials darker,
lower brightness on skylight makes the whole scene darker, etc. But the
actual color saturation remains horrible.
The worst is in textures with bright colors, like reds or blues- everything
becomes very, very washed out. Another example would be an airport runway,
with black asphalt and yellow stripes. The black asphalt and yellow
stripes become almost the same color. Very unnatural!
Here is an example for one of my material definitions:
texture {
average
texture_map {
[pigment {
uv_mapping image_map {
tga "c:/images/wall3.tga"
}
}
finish {
ambient <0,0,0>
diffuse 0.56
}]
}
}
The "average" is for some multitexturing stuff I'm not using right now.
Here is an example sun from my scene:
light_source {
<300, 200, 300>
rgb 1.2
}
My skylight is just a light blue, with rgb values of around 0.6, 0.7, 1.0.
I've tried setting it to just grey, which helps, but still there is
washout. Lastly, my radiosity settings are fairly standard. Recursion
limit is 1, brightness is 1, and count is 50.
Any help you guys could give me to get my textures show up better and more
vibrant would be much appreciated!
Thanks,
ZA
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I'll try to post a scene here soon. As re: gamma, I thought, according to
the documentation, I should not mess with it and leave it at its default of
1.0. Do you more seasoned users actually futz with it? I will gladly
start playing with it if so.
Best,
ZA
Warp <war### [at] tagpovrayorg> wrote:
> A complete (but minimal) scene showing the problem could help solving it.
> The most probable cause is gamma correction, but without seeing a complete
> scene it's difficult to suggest the correct solution.
>
> --
> - Warp
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