- Sun Sep 04, 2005 5:32 am
#59280
I.
The pdf docs say that in a diffuse material, [R + G + B] / 7.65 should be less than 100.
This is because 255 + 255 + 255 = 765.
Why are colors being described in 0..255 space as if they were 8-bits? Is this for the comfort of Photoshop users?
I would stop doing this and specify all colors in floating point 0..1 space.
I don't think calling white (255 255 255) is a good way to go.
II.
How is it that colors are specified in Maxwell as RGB triples? Shouldn't we be seeing spectral waveforms? or 12 samples? or at least 9? Is this for the convenience of the user? Isn't the point of Maxwell to get away from thinking of colors as only 3 spectral samples, R G and B?
III.
If you have a good system for converting from 3 spectral samples to some higher dimensional space and back down to 3 again, could you partner up with Corel Painter and work out multi-spectral pigment color mixing for them? (just a thought)
The pdf docs say that in a diffuse material, [R + G + B] / 7.65 should be less than 100.
This is because 255 + 255 + 255 = 765.
Why are colors being described in 0..255 space as if they were 8-bits? Is this for the comfort of Photoshop users?
I would stop doing this and specify all colors in floating point 0..1 space.
I don't think calling white (255 255 255) is a good way to go.
II.
How is it that colors are specified in Maxwell as RGB triples? Shouldn't we be seeing spectral waveforms? or 12 samples? or at least 9? Is this for the convenience of the user? Isn't the point of Maxwell to get away from thinking of colors as only 3 spectral samples, R G and B?
III.
If you have a good system for converting from 3 spectral samples to some higher dimensional space and back down to 3 again, could you partner up with Corel Painter and work out multi-spectral pigment color mixing for them? (just a thought)