POV-Ray : Newsgroups : povray.text.scene-files : negative strength blobs : Re: negative strength blobs Server Time
24 Apr 2024 22:25:47 EDT (-0400)
  Re: negative strength blobs  
From: Mike Miller
Date: 25 Feb 2023 08:00:00
Message: <web.63fa04721817a14aa30d213ddabc9342@news.povray.org>
Alain Martel <kua### [at] videotronca> wrote:
> > Alain Martel <kua### [at] videotronca> wrote:
> >>> POV scene file using negative strength blobs to form cavities within the blob
> >>> definition.
> >>> Mike
> >>
> >> Using current POV-Ray, max_intersection is pretty much obsolete.
> >> Then, you should use assumed_gamma 1, and set file gamma to sRGB. That
> >> should be the default value.
> >> No issue with lowering the ambient_light multiplier.
> >>
> >> New with version 3.8 :
> >> In the camera, the right vector now defaults to the aspect ratio of the
> >> output image and can be omitted.
> >>
> >> In the finish, with fresnel on, you need an interior statement setting
> >> the IOR to something different than 1. Otherwise, there will be NO
> >> reflection at all. In the present case, for M_gold_paint, using
> >> reflection{.2 .5 metallic} would be a better option.
> >> Then, redefine your floor like this :
> >> //--- floor with fresnel reflection
> >> plane { <0,1,0> 0 material{M_floor_paint}
> >>   interior{ior 1.5}
> >>     }
> >>
> >> conserve_energy only work with transparent pigments. In this scene, it
> >> have no effect as there are no transparent pigment.
> >>
> >> Happy and good poving
> >
> >
> > Thanks. I'll clean that up. Sorry, some of this is carry over from old files and
> > ignorance. :)
> >
> >>>   set file gamma to sRGB
> > is there an output flag for sRGB? thx
> >
> >
> >
> >
> >
> Now, by default, POV-Ray output is of the .PNG format and include the
> information telling that the image should get displayed in the sRGB
> colour space. You don't need to change anything.
> File gamma default to sRGB unless you change it.

Got it, thanks.

Also, I there a way to capture an 8 bit alpha channel in rendering?

Creating a matching scene with matt objects, no lights, rendered against a
white BG is an option. I guess you could use that method with white fog to get a
'sudo' depth of field image.

Thanks for all your help!


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