Subject:
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problem with dark colors using Lgeo
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Newsgroups:
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lugnet.cad.ray
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Date:
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Sat, 14 Dec 2002 08:19:26 GMT
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Viewed:
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733 times
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houston we've got a problem...
basically it's a newbei-problem and probably this question has been posted before over and over again. sorry about that, but after
two days of testing pov-settings I'm next to a nervous breakdown and not in the mood to go through all the postings since the
release of pov 3.5 :-( so here we go:
the aim is doing rough renderings for instructions with LPub, and Pov 3.5 by using the Lgeo-Library, without the need of tweaking
the Pov-code itself. okay - the library is fine but IMHO its colors are too "dark". I figured out that all boils down to the
Lg_colors.inc-file, but I wasn't very successful in overwriting those settings.
first I deleted the "finish"-settings in lg_color.inc:
#version 3.5
#include "colors.inc"
#version 3.0
#declare lg_grey = texture {
pigment { Gray65 }
}
#declare lg_brown = texture {
pigment { rgb <0.45, 0.35, 0> }
}
hopping that Pov 3.5 would take the settings in the pov-file (church.pov):
#declare AMB = 1;
#declare DIF = 0;
#ifndef (Color7)
#declare Color7 = #if (version >= 3.1) material { #end texture {
lg_grey
} #if (version >= 3.1) } #end
#declare Color7_slope = #if (version >= 3.1) material { #end texture {
lg_grey
#if (QUAL > 1) normal { bumps 0.3 scale 25*0.02 } #end
} #if (version >= 3.1) } #end
#end
#ifndef (Color6)
#declare Color6 = #if (version >= 3.1) material { #end texture {
lg_brown
} #if (version >= 3.1) } #end
#declare Color6_slope = #if (version >= 3.1) material { #end texture {
lg_brown
#if (QUAL > 1) normal { bumps 0.3 scale 25*0.02 } #end
} #if (version >= 3.1) } #end
#end
then I inserted a AMB and DIF in lg_colors.inc and copied the rgb-values from a pov-file which didn't make use of the lgeo-library:
#declare lg_grey = texture {
pigment { rgb <0.682353,0.682353,0.682353> }
finish {
ambient AMB
diffuse DIF
phong 0.5
phong_size 40
}
}
#declare lg_brown = texture {
pigment { rgb <0.564706,0.337255,0.184314> }
finish {
ambient AMB
diffuse DIF
phong 0.5
phong_size 40
}
}
I got close to the result I get when rendering without the use of the lgeo_library. but there where some colors, (say lg_tan) I've
set in the inc-file but haven't been recognized by pov 3.5:
#ifndef (Color19)
#declare Color19 = #if (version >= 3.1) material { #end texture {
// Color not in lg_color.inc; however use same texture
pigment { rgb <0.8,0.666667,0.4> }
finish {
ambient 0.1
#if (QUAL > 1)
phong 0.3
phong_size 20
#end
}
} #if (version >= 3.1) } #end
as you can see the ambient-, phong- and phong_size-values are totally different. seems that they were taken from a backup of the
lg_color.inc:
#declare lg_tan = texture {
pigment { rgb <0.78, 0.66, 0.37> }
finish {
ambient 0.1
phong 0.3
phong_size 20
}
}
* HOW DO I GET RIF OF THESE **** SETTINGS!!!
* how would a short-cut for the finishing look like in lg_color.inc? It's annoying modifying every single phong-value in
lg_colors.inc. * how should the code look like in order to get rif of millions of warning in pov 3.5:
File: C:\Programme\MLCad\Lgeo\lg_color.inc Line: 272
Warning: Index of refraction value should be specified in 'interior{...}' statement.
Use of this syntax may not be backwards compatable with earlier versions of POV-Ray.
The #version directive or +MV switch will not help.
* it would be kind if someone could sent me his tweaked lg_color.inc to have a look inside in order to get a deeper understanding.
many thx in advance,
willy
(newbei - also frenetically testing the radiocity-settings (thx to jeroen) and desperately waiting for the result: render-time 14
hours - line 28 of 160 :-(((
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Message has 1 Reply: | | Re: problem with dark colors using Lgeo
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| (...) Hi Willy, There are several ways to do this and (sadly) most/all of them means editing the POV-file: 1) You can increase the power of the lights by changing the "color rgb <1,1,1>" to, say, "color rgb <1.5,1.5,1.5>". You can also change one (...) (22 years ago, 14-Dec-02, to lugnet.cad.ray)
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