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Subject: 
Re: Fix for Trans - light - blue showing as trans-dark-blue in POV-RAY
Newsgroups: 
lugnet.cad.ray, lugnet.cad
Date: 
Tue, 28 Nov 2000 03:11:40 GMT
Viewed: 
642 times
  
Here is another sample of conversion to the "correct" color.

Here is the original (with the darker trans-blue windows):
http://members.home.net/hmltn1/ldraw/lorenz.htm
Here is one with the trans-light-blue color corrected:
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=21722

In this case, I think that the "incorrect" (i.e. dark blue) original
actually looks better.  The second one is definitely more indicative though
of how this would look in real life.


Brad Hamilton <bhamilto1@home.com> wrote in message
news:G4prsv.6oL@lugnet.com...
I recently posted to lugnet.cad.ray asking for a solution to this problem.
When you use L3p to convert .dat files to .pov, it seems to convert the
trans-light-blue parts into trans-dark-blue.

Based on the suggestions, I think I've isolated the problem and have a few
work arounds.

The problem is that the color definition for color 41 (trans-light-blue) • is
wrong. I believe that L3p is the culprit.

I used the fact that MLCAD displays the colors properly as a hint.

MLCAD lists color 41 as having the following RGB values:
R:153, G:192, B:240
These values are out of a maximum of 255.  You can get this dialog by
clicking on 'more' in the color toolbar and clicking on that color, and • then
"custom."

POV-RAY uses values from 0-1 to represent colors.  So, if I divide the • above
values by 255, I get (roughly):
R:.6, G:.75, B:.94

In fact, L3p generated the following (incorrect) value for color 41!
rgb <0.313726,0.313726,1>
If you understand RGB colors, you can see that the L3P version has much • less
intensity in the red and green channels than the (presumably correct) • MLCAD
values.

So, if I change the values in the resulting POV file, I get the same color
match as in MLCAD!

Here is a building rendered with the "normal" (incorrect) color:
http://members.home.net/hmltn1/ldraw/office1.htm
Here is the building rendered with the "modified" (correct?) color:
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=21719

I think that the second version is far more accurate

There are at least 2 ways of fixing the color:

1) In your final POV-RAY file, search for "(Color41)" and change the text
(about 3 lines below) "rgb <0.313726,0.313726,1>" to "rgb(.6,.75,.94>"

2) Create an include file called legocolors.inc (you can use notepad to
paste the text from below).  Bram just posted this to the lugnet.ray • group.
I've reposted it below with color41 added.

To use it, you must manually insert the line:
#include "legocolors.inc"
in your POV-RAY file.

This file also "corrects" other colors.  These corrections do not fix any
other nasty color issues, but they do modify the colors a bit to make them
more closely match the LEGO version.

As an example, here is a brickshelf page showing the above model in two
versions.

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=2129

The left one shows it with the trans-lt-blue corrected, but without any of
the corrections in the include file.  Notice how the tan is a bit too dark
and appears a bit too orange compared to real LEGO

The second one (on the right) uses the include file (actually, I just
patched the colors manually, but the effect is the same as using the • include
file).  Notice how the tan is slightly lighter.  I think the second • version
looks more like real LEGO.

I hope that helps!

(P.S. Thanks to all the folks who replied to my plea for help.  Each reply
added a bit more information)

//
// Name:        legocolors.inc
// Description: Contains material declarations
//
// Note:        These colors are based on those created by Anton Raves
//

// Pigments:
#declare black = color rgb <0.05, 0.05, 0.05>;
#declare _blue = color rgb <0.1, 0.3, 1>;
#declare _blue2 = color rgb <0.1, 0.2, 0.6>;
#declare lt_blue = color rgb <0.3, 0.7, 1>;
#declare t_blue = color rgb <0.2, 0.6, 0.8>;
#declare t_bluex = color rgb <0.6, 0.75, 0.94>;
#declare brown = color rgb <0.4, 0.2, 0>;
#declare brown2 = color rgb <0.7, 0.4, 0.2>;
#declare chrome = color rgb <0.15, 0.15, 0.15>;
#declare cyan = color rgb <0.5, 0.825, 1>;
#declare t_cyan = color rgb <0.6, 0.925, 0.925>;
#declare dark_grey = color rgb <0.1, 0.1, 0.1>;
#declare _green = color rgb <0, 0.5, 0>;
#declare _green2 = color rgb <0, 0.7, 0>;
#declare t_green = color rgb <0, 1, 0>;
#declare gold = color rgb <0.95, 0.85, 0>;
#declare grey = color rgb <0.55, 0.55, 0.55>;
#declare grey2 = color rgb <0.35, 0.35, 0.35>;
#declare grey3 = color rgb <0.8, 0.8, 0.8>;
file://#declare t_grey = color rgb <0.15, 0.15, 0.15>;
file://#declare t_grey = color rgb <0.1, 0.1 0.095>;
#declare t_grey = color rgb <0.45, 0.45 0.4>;
#declare orange = color rgb <1, 0.5, 0.15>;
#declare orange_bright = color rgb <1, 0.35, 0.15>;
#declare _red = color rgb <1, 0, 0>;
#declare _pink = color rgb <1,.6,.65>;
#declare _tan = color rgb <.8,.7,.4>;
#declare white = color rgb <1, 1, 1>;
#declare yellow = color rgb <1, 0.8, 0>;
#declare t_yellow = color rgb <1, 0.95, 0>;
#declare yellowgreen = color rgb <0.6, 1, 0.15>;
#declare t_yellowgreen = color rgb <0.9, 1, 0.45>;

// Finishes:
#if (QUAL <= 1)
  #declare lego_finish = finish { ambient 0.4 specular 1 roughness 0.005
reflection 0 }
  #declare t_lego_finish = finish { ambient 0.6 specular 1 roughness 0.005
reflection 0 }
#else
  #declare lego_finish = finish { ambient 0.3 specular 1 roughness 0.005
reflection .1 }
  #declare t_lego_finish = finish { ambient 0.6 specular 1 roughness 0.005
reflection .1 }
#end

// Textures:
#declare black_tex = texture { pigment { color black } finish
{ lego_finish } }
#declare blue_tex = texture { pigment { color _blue } finish
{ lego_finish } }
#declare blue2_tex = texture { pigment { color _blue2 } finish
{ lego_finish } }
#declare brown_tex = texture { pigment { color brown } finish
{ lego_finish } }
#declare cyan_tex = texture { pigment { color cyan } finish
{ lego_finish } }
#declare green_tex = texture { pigment { color _green } finish
{ lego_finish } }
#declare green2_tex = texture { pigment { color _green2 } finish
lego_finish } }
#declare grey_tex = texture { pigment { color grey } finish
{ lego_finish } }
#declare grey2_tex = texture { pigment { color grey2 } finish
{ lego_finish } }
#declare orange_tex = texture { pigment { color orange } finish
lego_finish } }
#declare red_tex = texture { pigment { color _red } finish • { lego_finish } }
#declare pink_tex = texture { pigment { color _pink } finish
{ lego_finish } }
#declare tan_tex = texture { pigment { color _tan } finish • { lego_finish } }
#declare white_tex = texture { pigment { color white } finish
{ lego_finish } }
#declare yellow_tex = texture { pigment { color yellow } finish
lego_finish } }
#declare yellowgreen_tex = texture { pigment { color yellowgreen } finish
lego_finish } }
#declare chrome_tex = texture { pigment { color chrome } finish
lego_finish metallic reflection 0.5 brilliance 6 } }
#if (QUAL <= 1)
  #declare t_blue_tex = texture { pigment { color t_blue filter 0 } finish
t_lego_finish } }
  #declare t_bluex_tex = texture { pigment { color t_bluex filter 0 } • finish
{ t_lego_finish } }
  #declare t_cyan_tex = texture { pigment { color t_cyan filter 0 } finish
t_lego_finish } }
  #declare t_green_tex = texture { pigment { color t_green filter 0 } • finish
{ t_lego_finish } }
  #declare t_orange_tex = texture { pigment { color orange filter 0 } • finish
{ t_lego_finish } }
  #declare t_red_tex = texture { pigment { color _red filter 0 } finish
t_lego_finish } }
  #declare t_yellow_tex = texture { pigment { color t_yellow filter 0 }
finish { t_lego_finish } }
  #declare t_yelgrn_tex = texture { pigment { color t_yellowgreen filter • 0 }
finish { t_lego_finish } }
  #declare t_white_tex = texture { pigment { color white filter 0 } finish
t_lego_finish } }
  #declare t_grey_tex = texture { pigment { color t_grey filter 0 } finish
t_lego_finish } }
#else
  #declare t_blue_tex = texture { pigment { color t_blue filter 1 } finish
t_lego_finish } }
#declare t_bluex_tex = texture { pigment { color t_bluex filter 1 } • finish
{ t_lego_finish } }
  #declare t_cyan_tex = texture { pigment { color t_cyan filter .9 } • finish
{ t_lego_finish } }
  #declare t_green_tex = texture { pigment { color t_green filter 1 } • finish
{ t_lego_finish } }
  #declare t_orange_tex = texture { pigment { color orange filter 0.85 }
finish { t_lego_finish } }
  #declare t_red_tex = texture { pigment { color _red filter 1 } finish
t_lego_finish } }
  #declare t_yellow_tex = texture { pigment { color t_yellow filter .9 }
finish { t_lego_finish } }
  #declare t_yelgrn_tex = texture { pigment { color t_yellowgreen filter
0.9 } finish { t_lego_finish } }
  #declare t_white_tex = texture { pigment { color white filter .95 } • finish
{ t_lego_finish } }
  #declare t_grey_tex = texture { pigment { color t_grey filter 1 } finish
t_lego_finish } }
#end

// Materials:
#declare Color0  = material { texture { black_tex    } }
#declare Color1  = material { texture { blue2_tex    } }
#declare Color2  = material { texture { green_tex    } }
#declare Color4  = material { texture { red_tex      } }
#declare Color6  = material { texture { brown_tex    } }
#declare Color7  = material { texture { grey_tex     } }
#declare Color8  = material { texture { grey2_tex    } }
#declare Color9  = material { texture { blue_tex     } }
#declare Color10 = material { texture { green2_tex   } }
#declare Color12 = material { texture { orange_tex   } }
#declare Color13 = material { texture { pink_tex     } }
#declare Color14 = material { texture { yellow_tex   } }
#declare Color15 = material { texture { white_tex    } }
#declare Color33 = material { texture { t_blue_tex   } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color34 = material { texture { t_green_tex  } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color36 = material { texture { t_red_tex    } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color39 = material { texture { t_white_tex  } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color40 = material { texture { t_grey_tex   } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color41 = material { texture { t_bluex_tex   } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color42 = material { texture { t_yelgrn_tex } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color43 = material { texture { t_cyan_tex   } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color44 = material { texture { t_orange_tex } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color46 = material { texture { t_yellow_tex } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color47 = material { texture { t_white_tex  } #if (QUAL > 1)
interior { ior 1.25 } #end }
#declare Color382 = material { texture { tan_tex    } }
#declare Color462 = material { texture { orange_tex } }
#declare Color383 = material { texture { chrome_tex } }
#declare Color503 = material { texture { chrome_tex } }

// EOF







Message is in Reply To:
  Fix for Trans - light - blue showing as trans-dark-blue in POV-RAY
 
I recently posted to lugnet.cad.ray asking for a solution to this problem. When you use L3p to convert .dat files to .pov, it seems to convert the trans-light-blue parts into trans-dark-blue. Based on the suggestions, I think I've isolated the (...) (24 years ago, 28-Nov-00, to lugnet.cad.ray, lugnet.cad)

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