The thread was called "Linear rendering workflow" and was started by
Gene Crucean on February 7th of this year. This link
<http://www.softimage.com/community/discussion_groups/private/Search.asp?CiRestriction=linear+rendering+workflow&submit=Search>
seems to get you to most of the posts, though strangely not the initial
post.
-Andy
Axel Akesson wrote:
Andy, what thread are you refering to? Do you have a link?
"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."
Cheers,
Axel
Andy Jones wrote:
> 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
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