Re: Los Angeles XSI User Group meeting this Thursday - Nov 2nd
| Date : Wed, 1 Nov 2006 10:19:11 +0000 |
| To : XSI(at)Softimage.COM |
| From : "Axel Akesson" <axel.akesson(at)gmail.com> |
| Subject : Re: Los Angeles XSI User Group meeting this Thursday - Nov 2nd |
Here is the original post btw:
http://archives.itg.uiuc.edu/softimage/xsi/2006-02/threaded-index.htm#00259
On 10/31/06, Gene Crucean <emailgeneonthelist(at)gmail.com> wrote:
Woot! It's about time this topic gets some coverage :)On 10/31/06, Andy Jones < andy(at)thefront.com> wrote: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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