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
