POV-Ray : Newsgroups : povray.text.scene-files : White is white ? Server Time
28 Jul 2024 22:28:22 EDT (-0400)
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From: Ken
Subject: Re: White is white ?
Date: 17 Aug 1999 15:35:41
Message: <37B9B97B.8A28DD0B@pacbell.net>
eric wrote:
> 
> I'm currently trying to render a in-house scene, and so, I need to simulate
> a white ceiling.
> But when I try to specify a white texture, I always get a gray ceiling, even
> when there is a light veryclose to it.
> 
> Could you give me some hints about this difficulty ?
> 
> I tried to play with ambiant, diffuse, etc.. but no effect seems OK..
> 
> Thnaks for your help.

Can you post the texture statement that you are using along with finish
and the type of light source you are using. This will help us narrow things
down for you.

 Hint: you can use values larger that 1 in your pigment statements i.e.

 pigment { rgb 1 } // standard white

is not as intense as

 pigment { rgb 2 } // intense white

-- 
Ken Tyler

See my 700+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


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From: TonyB
Subject: Re: White is white ?
Date: 17 Aug 1999 15:35:54
Message: <37B9AAEB.A9183467@panama.phoenix.net>
To save some typing I would just use pigment {rgb 2...3...etc.}.

--
Anthony L. Bennett
http://welcome.to/TonyB

Non nova, sed nove.


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From: Ken
Subject: Re: White is white ?
Date: 17 Aug 1999 15:37:25
Message: <37B9B9EA.3D7DD4C1@pacbell.net>
Phil Clute wrote:

Both contestants posted at 12:35 so the judges score this round a tie :)

-- 
Ken Tyler

See my 700+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


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From: Phil Clute
Subject: Re: White is white ?
Date: 17 Aug 1999 15:42:16
Message: <37B9BBCA.35B200F9@tiac.net>
Ken wrote:
>Both contestants posted at 12:35 so the judges score this round a tie :)

Damn! I didn't really need to add the last line either. :)
-- 
...coffee?...yes please! extra sugar,extra cream...Thank you.


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From: PoD
Subject: Re: White is white ?
Date: 17 Aug 1999 18:36:49
Message: <37B9E480.4584E867@merlin.net.au>
eric wrote:
> 
> I'm currently trying to render a in-house scene, and so, I need to simulate
> a white ceiling.
> But when I try to specify a white texture, I always get a gray ceiling, even
> when there is a light veryclose to it.
> 
> Could you give me some hints about this difficulty ?
> 
> I tried to play with ambiant, diffuse, etc.. but no effect seems OK..
> 
> Thnaks for your help.

The amount of lighting you get on a surface is determined by the
pigment, the lights visible from the surface and the angle at which the
light hits the surface.
Because the lights are usually high up near the ceiling, the angle will
be quite acute, causing the ceiling to appear dark.
One way to get around this is to use a low value for brilliance in your
finish.  In the extreme case, if you use zero for the brilliance, the
angle will have no effect at all, and the surface will be fully
illuminated.
Try something around 0.1 - 0.5 for starters.

Cheers, PoD.


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From: Nieminen Mika
Subject: Re: White is white ?
Date: 18 Aug 1999 02:28:17
Message: <37ba5281@news.povray.org>
One way to get more realistic lighting is, of course, radiosity (but
expect problems using it). For some hints:
http://www.students.tut.fi/~warp/pics/Radiosity_test2/

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Mike
Subject: Re: White is white ?
Date: 18 Aug 1999 03:36:54
Message: <37BA60B5.2A120AF7@aol.com>
> I'm currently trying to render a in-house scene, and so, I need to simulate
> a white ceiling.
> But when I try to specify a white texture, I always get a gray ceiling, even
> when there is a light veryclose to it.
>
> Could you give me some hints about this difficulty ?
>
> I tried to play with ambiant, diffuse, etc.. but no effect seems OK..

Try finish {diffuse 1 brillance .1}

Diffuse just ups the brightness caused by lights.  Brilliance control the
falloff of your diffuse lighting.  The lower it gets, the larger the diffuse
'area'.


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From: Wojtek Bauman
Subject: Re: White is white ?
Date: 18 Aug 1999 05:31:23
Message: <37ba7d6b@news.povray.org>

>I'm currently trying to render a in-house scene, and so, I need to simulate
>a white ceiling.
>But when I try to specify a white texture, I always get a gray ceiling,
even
>when there is a light veryclose to it.
>
>Could you give me some hints about this difficulty ?
>
>I tried to play with ambiant, diffuse, etc.. but no effect seems OK..
>
>Thnaks for your help.

Try placing the light source as far from the object, as possible
(inside the room of course). I don't know if you'll get satisfying
result, but in my scenes textures looked brighter.

--
Wojtek Bauman aka reaver | rea### [at] spleenwawpl | ICQ: 3429749 |
http://reaver.spleen.waw.pl | PGP: finger bauman@inx.pm.waw.pl |


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From: eric
Subject: Re: White is white ?
Date: 18 Aug 1999 16:21:59
Message: <37bb15e7@news.povray.org>
Thank you all for your help and advice.. I'm new to POVRay (and raytracing,
actually..), and it's not always easy to understand tuning...

Anyway, I tried the various tricks you all gave me, and, finally, I have the
feeling that the most realsitic, in my case, was to put a multiplier on
colors statements (like 'rgb 2').

I appreciate your help and look forward being able to help you, too.
:o)

Eric


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From: Bob Hughes
Subject: Re: White is white ?
Date: 20 Aug 1999 05:48:40
Message: <37bd2478@news.povray.org>
I consistently use a  rgb 1.5 light as the main starting point since a
rgb 1 plane, with default finish, which is perpendicular to both light
and camera  will show this "white" plane as very nearly white indeed,
otherwise it would be gray. There's my logic.

Bob

eric <ski### [at] hotmailcom> wrote in message
news:37bb15e7@news.povray.org...
> Thank you all for your help and advice.. I'm new to POVRay (and
raytracing,
> actually..), and it's not always easy to understand tuning...
>
> Anyway, I tried the various tricks you all gave me, and, finally, I
have the
> feeling that the most realsitic, in my case, was to put a multiplier
on
> colors statements (like 'rgb 2').
>
> I appreciate your help and look forward being able to help you, too.
> :o)
>
> Eric
>
>
>


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