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In lugnet.general, Gary Blessing writes:
> This is Great!IMHO a coupleof the lighter colors are a bit off ;
> the 'orange' and 'dark orange' don't have enough orange in them(too
> light).[1]
I was wondering about that. Give it a reload and see what you think now...
I redefined the basal orange hue to be another 5 degrees further toward red
and regenerated all the images in the R-Y quadrant. LEGO orange is really
a challenge because it's so darned saturated.
> did you hand code the colors in pov,
Sorta hand-coded in POV but mostly machine-generated from a template. It
reads in a large table defining properties like pigment hue, saturation, and
lightness, and finishing properties like diffuse, phong, and specular
reflection, transparency coefficients, index of refraction, metallic
coefficients, micro-bump (surface normal perturbation) values, and all that
good stuff. There's one row in the table for each hue in each material and
then it auto-generates the RGB colors of the tints, shades, and tones from
there. It's very tweakable.
> or did you create them in Ldraw and then convert it?
Initially I used the default values that L3P, but those didn't feel accurate.
So my script writes out several thousand small .inc files, one for each color
combination. For example:
Sand Green:
#declare lg_color_GC22 = texture {
pigment { rgbft <0.333333333333333, 0.6, 0.422222222222222, 0, 0> }
normal { bumps .01 scale .10 turbulence 0 }
finish {
ambient .0
diffuse 1
brilliance 1
phong 1 phong_size 40
specular 1
reflection { .05 falloff 1 exponent 1 }
conserve_energy
}
};
Gold Chrome (still could use some tweaking, I think):
#declare lg_color_YO20mc = texture {
pigment { rgbft <1, 0.759259259259259, 0.333333333333333, 0, 0> }
normal { bumps .01 scale .10 turbulence 0 }
finish {
ambient .0
diffuse .5
brilliance 8
phong 1 phong_size 100
specular 1
reflection { .90 metallic .8 falloff 1 exponent .5 }
metallic .8
conserve_energy
}
};
Transparent neon-yellow-green:
#declare lg_color_YG00tf = texture {
pigment { rgbft <0.777777777777778, 1, 0, .6, .3> }
normal { bumps .01 scale .10 turbulence 0 }
finish {
ambient 1
diffuse 2
brilliance 1
phong 1 phong_size 40
specular 1
reflection { .05 falloff 1 exponent 1 }
ior 1.2
conserve_energy
}
};
> One last question: would it be possible to give the POV source for the
> colors with them?
Ya, definitely, once they've stabilized. They'll probably still be in flux
through October as kinks are ironed out. I'll stay in touch in .cad.ray and
we can nit-pick the methodology. I'll be out of town at NWBrickCon for a few
days, though.
--Todd
[followups to lugnet.cad.ray]
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Message is in Reply To:
| | Re: LEGO Color Reference
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| "Todd Lehman" <todd@lugnet.com> wrote in message news:H3E2vv.Cq8@lugnet.com... (...) <snip> (...) <snip> This is Great!IMHO a coupleof the lighter colors are a bit off ; the 'orange' and 'dark orange' don't have enough orange in them(too light).[1] (...) (22 years ago, 3-Oct-02, to lugnet.general)
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