[Radiance-general] RGB to Radiance definition

Mark Stock mstock at umich.edu
Thu Jun 23 09:35:47 PDT 2016


The slides referenced in that thread have moved (apologies!) to here:
http://markjstock.org/doc/gsd_talk_11_notes.pdf

The particular slide with my very unscientific RGB-to-reflectance
conversion contains:

Start with an RGB color from whatever color picker you use
(249, 214, 172)
Normalize 0..255 to 0..0.9
(0.88, 0.76, 0.61)
Square it (to move medium gray of 0.5 closer to grey card grey of 0.18)
(0.77, 0.57, 0.37)

I hope this helps.

Mark

On 6/23/16,  <> wrote:
> Hello Germán,
>
> Have a look at Mark Stocks comment on converting RGB values
> http://www.radiance-online.org/pipermail/radiance-general/2011-April/007743.html
>
> Regards
>
> Terrance
>
> On 23/06/2016 4:00 am, Germán Molina Larrain wrote:
>> Dear All,
>>
>> I am trying to integrate easier ways of defining materials in
>> Groundhog, for which I have the following doubt. How can I define a
>> Radiance material (i.e. plastic, metal, glass, etc.) from an RGB
>> combination and the global Reflectance (transmittance)? The purpose of
>> this is to enable "eyedropping" a color, and assigning a reflectance
>> or transmittance to it.
>>
>> What I initially did was to find the combination of RGB reflectances
>> that satisfied the rho = R*0.265 + 0.67*G + 0.065*B while maintaining
>> the original proportions of RGB. However, since the RGB color that
>> comes from the eyedropper has Black/White components (which intend to
>> emulate shadows and different light exposures), my procedure often
>> ends up returning an R, G or B channel that is greater than 1.
>>
>> I guess my question is: Is there any way of reconstructing the R, G
>> and B reflectances (or transmittances or whatever) from an RGB pixel?
>> Maybe playing with HSL space or something?
>>
>> Best,
>>
>> Germán
>>
>>
>
>
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