[Bf-cycles] GSoC - Spectral Rendering
gavin.d.howard at gmail.com
Wed Apr 10 01:24:32 CEST 2013
Cycles has a subsurface scatter node in the development builds,
correct? If that's the case, I will see if I can render some scenes in
Cycles and LuxRender to show the difference. It's not going to be the
best, but it should show something.
On Tue, Apr 9, 2013 at 5:20 PM, David <erwin94 at gmx.net> wrote:
> On Apr 10, 2013, at 12:55 AM, Brecht Van Lommel wrote:
>> On Wed, Apr 10, 2013 at 12:08 AM, David <erwin94 at gmx.net> wrote:
>>> this is by far the best visual explanation of what separates spectral
>>> rendering from normal RGB rendering that I have seen:
>>> All lamps in this image would be the same RGB color, and produce the
>>> same result with non-spectral rendering.
>> I don't think that's true? The exact result depends on the wavelength
>> to RGB conversion function, but a wider gaussian distribution across
>> the wavelength should give different RGB values than a narrow one? As
>> the distribution gets wider there will a more even distribution across
>> the RGB channels.
>> It wouldn't be as accurate but the lights would still render different I think?
> Ah, you're right, and it is even sort of explained in the text I linked to, so I
> feel especially dumb. ;) The width of the distribution corresponds roughly to
> saturation, it's basically just HSV.
> So, the only effect that I can think of that is really not approximated by RGB
> rendering is dispersion? I would love to see an image where the light spectrum
> makes a noticeable difference, that isn't of a prism or a diamond...
> till then, David.
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