Totally massive .... thanks Mark,

> In VSL 0-255 integer RGB is translated to 0.0-1.0 floating point double 
> precision, RS is high dynamics internally!

I have been sorting that by using a light sensitivity control material .. and 
the object at 50, 500, etc times light sens. But I wont from now on!!! Yippee 
another light source to throw away. 

Thanks again again!!

N ....  :-)



________________________________
From: Mark Heuymans <[email protected]>
To: [email protected]
Sent: Sun, 16 May, 2010 6:54:36 AM
Subject: Re: {Spam?} Re: My lastest picture

Op 14-5-2010 22:27, Neil Cooke schreef: 
> 
>Cool,
>
>
>Whatever on the red sun, obviously you're happy with it.
>
>
>Yep, I use absolute white for
>objects that are meant to be seen as light emitting. I need to show red
>lights and other coloured lights now and then of course, but
>desperately search for contrast ambiences to make them sensible to
>viewers. Therefore in the case of your sky I think I might try the red
>star as showing light modelling from the white star and probably only
>that crescent, since the brighter atmosphere would kill darker objects
>but I'm guessing of course. 
>
>
>Thanks for your notes there.
>
>
>N. 
>
>
We are not limited to white R,G and B = 0-255! In VSL 0-255 integer RGB
is translated to 0.0-1.0 floating point double precision, RS is high
dynamics internally!
I usually make my unshaded light-emitting shapes RGB = 2.2 , 2.1 , 2.0
or something like that, roughly twice as bright as plain white and
slightly warm. This will show up better in reflections and is generally
more realistic than low dynamics.

-Mark H

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