Re: mR_sky&mR_sun?
| Date : Fri, 5 Jan 2007 18:22:25 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: mR_sky&mR_sun? |
Hi Halfdan,
I also like the idea (as Harry pointed out) to work with files made linear and have an "on the fly but non-persistent" LUT assigned ontop the Renderwindow and Region, the advantage over a LensShader/outputShader is the non-destructive workflow and (maybe) the option to cycle through multiple gamma and tonemapping settings without having to re-render. Francesca Luce has something like this in the making for Maya/mR.
Something (halfway) similar is in Adobe AE Professional 7.01 where one can up/down exposures without re-rendering a preview and can also display things using a filmstock preset. (unfortunately, setting up this "proof" is a bit convoluted and has great potential for screwing things up completely by setting the wrong input/blackspot and so on).
I guess the real problem is to get to a standard that can be kept throughout an entire pipeline of apps/factories/people.
I don´t envy you for having to get to that point without a proper response or satisfiable explanation of opinions but I do honor your efforts.
Cheers
tim
----- Original Message ----- From: "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>
To: <XSI(at)Softimage.COM>
Sent: Friday, January 05, 2007 5:31 PM
Subject: RE: mR_sky&mR_sun?
I am fully aware that it is "incorrect", although it all depends on the context. mental images like bandying this word around without ever spelling out why. A bit like that guy in The Princess Bride with the word "inconceivable". They're a just like that.
The transfer function should ultimately be controlled by the user. This is the point I've been trying to make in the threads regarding the, now missing, gamma control. If I'd just slapped an arbitrary, non-linear transfer function in there, then it would've been even more "incorrect" >from the point-of-view of the user.
- ½
________________________________
From: owner-xsi(at)Softimage.COM on behalf of Tim Leydecker Sent: Fri 05-Jan-07 07:10 To: XSI(at)Softimage.COM Subject: Re: mR_sky&mR_sun?
Thanks again, Harry.
Great read. Funny thing is the info on page 9, compared to Haldan´s info on the XSI default mapping of 32to8bit renderview:
---------------------------------------------------------------- The problem is that physically correct computer graphics operate in a true linear color space
where a value represents actual light energy. If one simply maps the range of colors output to
the renderer naively to the 0-255 range of each RGB color component it is incorrect.
--------------------------------------------------------------------------------------------------
Also like the info about many people rendering to gamma 1.8,
I noted that even the Unreal Engine does this on the PC (I tried to hack god mode into Rainbow Six Vegas yesterday, being feed up with the Dante level - I failed, made the level anyway am now stuck with Hoover - those Ubisoft guys shouldn´t have spared their saves).
...Just in case you where in for some completely unrelated info...
But seriously, Thanks again for the link, I´m back at work.
Cheers
tim
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- References:
- RE: mR_sky&mR_sun?
- From: Harry Bardak <hb_xsimailinglist(at)hotmail.com>
- Re: mR_sky&mR_sun?
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- RE: mR_sky&mR_sun?
- From: "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>
- RE: mR_sky&mR_sun?
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