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The textures were appearing washed out in all the renders, which turned out to be because of the gamma correction we do. So we do the inverse when converting texture values to Color. This is pretty rudimentary, but works for now. Also fixed the staircase scene to use the correct texture for the stairs.
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Original file line number | Diff line number | Diff line change |
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{ | ||
num_samples: 16, | ||
camera: Perspective { | ||
origin: Point(1, 0.75, -2), | ||
target: Point(-0.25, -0.25, 0), | ||
up: Vector(0, 1, 0), | ||
fov: 45, | ||
film: { | ||
width: 800, | ||
height: 600, | ||
} | ||
}, | ||
lights: [ | ||
Infinite { intensity: Color(0.5, 0.55, 0.6) } | ||
], | ||
materials: { | ||
fallback: Matte { reflectance: Color(1, 0.9, 0.8), sigma: 0 }, | ||
ground: Matte { reflectance: Color(0.9, 0.95, 1.0), sigma: 1000 }, | ||
}, | ||
shapes: { | ||
light: Disk { origin: Point(0, 2, 0), radius: 3, rotate_x: 90 }, | ||
ground: Disk { origin: Point(0, 0, 0), radius: 2, rotate_x: 90 }, | ||
}, | ||
primitives: [ | ||
Mesh { file_name: 'objs/local/mustang/mustang.obj', fallback_material: 'fallback' }, | ||
Shape { shape: 'light', emittance: Color(2, 2, 2) }, | ||
Shape { shape: 'ground', material: 'ground' } | ||
] | ||
} |
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