<div dir="ltr"><div>Hi, my humble opinion is that this idea somehow doesn't fit into the Cycles philosophy and focus which is be the best balance between speed and realism/accuracy and animation oriented, We already got great render engines capable of that integrated in blender like Luxrender, spending a Summer Of Code slot to re-do what others complementary OOS projects do best is not worth.</div>
<div><br></div><div>Here is what you can already do with a relative simple node setup:</div><div><br></div><div><a href="http://www.youtube.com/watch?v=jMsW5gPqS6c">http://www.youtube.com/watch?v=jMsW5gPqS6c</a></div><div>
<a href="http://www.blendswap.com/blends/view/39307">http://www.blendswap.com/blends/view/39307</a></div><div><br></div><div>I understand dispersion is not only about little rainbows, but I agree with Dalai, and don't see this improving Cycles general usage. </div>
<div>Anyway We need to be open and will be nice to see some examples of the quality boost that this could bring :)</div><div>Best regards.</div><div style>Agus</div><div><br></div></div><div class="gmail_extra"><br><br><div class="gmail_quote">
2013/4/9 Gavin Howard <span dir="ltr"><<a href="mailto:gavin.d.howard@gmail.com" target="_blank">gavin.d.howard@gmail.com</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
David,<br>
Cycles has a subsurface scatter node in the development builds,<br>
correct? If that's the case, I will see if I can render some scenes in<br>
Cycles and LuxRender to show the difference. It's not going to be the<br>
best, but it should show something.<br>
Gavin H.<br>
<div class="HOEnZb"><div class="h5"><br>
On Tue, Apr 9, 2013 at 5:20 PM, David <<a href="mailto:erwin94@gmx.net">erwin94@gmx.net</a>> wrote:<br>
> On Apr 10, 2013, at 12:55 AM, Brecht Van Lommel wrote:<br>
>> On Wed, Apr 10, 2013 at 12:08 AM, David <<a href="mailto:erwin94@gmx.net">erwin94@gmx.net</a>> wrote:<br>
>>> this is by far the best visual explanation of what separates spectral<br>
>>> rendering from normal RGB rendering that I have seen:<br>
>>><br>
>>> <a href="http://www.luxrender.net/wiki/LuxRender_Textures_Spectrum#Gaussian_spectrum" target="_blank">http://www.luxrender.net/wiki/LuxRender_Textures_Spectrum#Gaussian_spectrum</a><br>
>>><br>
>>> All lamps in this image would be the same RGB color, and produce the<br>
>>> same result with non-spectral rendering.<br>
>><br>
>> I don't think that's true? The exact result depends on the wavelength<br>
>> to RGB conversion function, but a wider gaussian distribution across<br>
>> the wavelength should give different RGB values than a narrow one? As<br>
>> the distribution gets wider there will a more even distribution across<br>
>> the RGB channels.<br>
>><br>
>> It wouldn't be as accurate but the lights would still render different I think?<br>
>><br>
>> Brecht.<br>
><br>
> Ah, you're right, and it is even sort of explained in the text I linked to, so I<br>
> feel especially dumb. ;) The width of the distribution corresponds roughly to<br>
> saturation, it's basically just HSV.<br>
> So, the only effect that I can think of that is really not approximated by RGB<br>
> rendering is dispersion? I would love to see an image where the light spectrum<br>
> makes a noticeable difference, that isn't of a prism or a diamond...<br>
><br>
> till then, David.<br>
><br>
> _______________________________________________<br>
> Bf-cycles mailing list<br>
> <a href="mailto:Bf-cycles@blender.org">Bf-cycles@blender.org</a><br>
> <a href="http://lists.blender.org/mailman/listinfo/bf-cycles" target="_blank">http://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
_______________________________________________<br>
Bf-cycles mailing list<br>
<a href="mailto:Bf-cycles@blender.org">Bf-cycles@blender.org</a><br>
<a href="http://lists.blender.org/mailman/listinfo/bf-cycles" target="_blank">http://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
</div></div></blockquote></div><br></div>