// gamma calebration plaque // ŠJohn M. Dlugosz, http://www.dlugosz.com/POV/Gamma/ global_settings { assumed_gamma 1.0 /* "For new scenes, you should use an assumed gamma value of 1.0 as this models how light appears in the real world more realistically." */ } #include "colors.inc" #include "textures.inc" camera { location <0, 3,-15> direction <0, 0, 1.5> up <0, 1, 0> right <4/3, 0, 0> look_at <0, 3, 0> } light_source {<10, 20, -30> color 2*White} sky_sphere { pigment { Blue } } // Floor plane { y, 0 pigment {NeonBlue} finish {ambient 0.15 diffuse 0.8} } #local targetsize= <10,6,0.5>; #local W1= 1; //feature width base #macro GrayBar (index, gamma) #local barwid= (targetsize.x-W1*2)/BarCount; box { <0,targetsize.y/2,0>, translate x*(W1+barwid*(index-1)) texture { pigment { White * (pow(0.5, (1/gamma))) } } } #end union { box { //black 0, texture { pigment { Black } } } box { //white , targetsize texture { pigment { White } } } box { // bottom half -- checker pattern , texture { pigment { checker Gray25, Gray75 } scale 0.08 } } // top half -- different gray values #declare BarCount= 8; GrayBar (1, 0.4) GrayBar (2, 0.8) GrayBar (3, 1.0) GrayBar (4, 1.4) GrayBar (5, 1.6) GrayBar (6, 1.8) GrayBar (7, 2.0) GrayBar (8, 2.2) translate -targetsize.x/2*x }