[Bf-cycles] GSoC - Spectral Rendering

Gavin Howard gavin.d.howard at gmail.com
Wed Apr 10 01:24:32 CEST 2013


     David,
     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.
     Gavin H.

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:
>>>
>>> http://www.luxrender.net/wiki/LuxRender_Textures_Spectrum#Gaussian_spectrum
>>>
>>> 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?
>>
>> Brecht.
>
> 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.
>
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles


More information about the Bf-cycles mailing list