The talk will be a somewhat loose discussion of techniques for rendering
in a way that deals with light similar to how high dynamic range
photographs deal with it. I.e., rendering images pre-gamma correction.
There was a whole long semi-controversial thread about this a while ago,
and since then, we've been incorporating linear lighting workflow into
some of our projects with really great results. In general, gamma and
color spaces doesn't seem to be something that the average cg artist
knows a whole lot about, so the goal is just to share some of what we've
learned. I'm going to try to keep the talk pretty accessible,
restricting the techniques to just factory-installed render tree nodes
(so just simple multiplicative exposures and exponential gamma
corrections). I just want as many people as possible to walk away with
at least a general sense of what the data in their textures and renders
really "means" when interpreted as light, and what the potential
benefits are to rendering this way. If there's interest, I'd love to
continue a more technical dialogue after the presentation on this list
or better yet, on XSIBase, as there's way too much to cover in a user
group presentation, and I certainly don't claim to have all the answers
on the topic. In particular, it's pretty open-ended how a linear light
workflow should be implemented in XSI.
- Andy
Marc-Andre Carbonneau wrote:
DOH! Would have loved to see/hear Blur’s presentation and what is
Linear Lighting by PLF?
------------------------------------------------------------------------
*From:* owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] *On
Behalf Of *Raffael Dickreuter
*Sent:* October 30, 2006 2:13 PM
*To:* XSI(at)Softimage.COM
*Subject:* Los Angeles XSI User Group meeting this Thursday - Nov 2nd
presentations by Blur, Pixel Liberation Front and Softimage
www.xsila.com <http://www.xsila.com>
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