[Bf-cycles] GSoC - Spectral Rendering

Thomas Dinges blender at dingto.org
Wed Apr 10 04:46:21 CEST 2013


Hi,
I have to say I like the idea.

Spectral rendering can give more accurate results and if (that would be 
a condition imho) the feature can be added to Cycles in a nice way, as a 
UI option, all fine.
It should be optional, so people who do not need it, don't suffer from 
longer render times.

Best regards,
Thomas

Am 10.04.2013 03:36, schrieb Agustin Benavidez:
> 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.
>
> Here is what you can already do with a relative simple node setup:
>
> http://www.youtube.com/watch?v=jMsW5gPqS6c
> http://www.blendswap.com/blends/view/39307
>
> I understand dispersion is not only about little rainbows, but I agree 
> with Dalai, and don't see this improving Cycles general usage.
> Anyway We need to be open and will be nice to see some examples of the 
> quality boost that this could bring :)
> Best regards.
> Agus
>
>
>
> 2013/4/9 Gavin Howard <gavin.d.howard at gmail.com 
> <mailto:gavin.d.howard at gmail.com>>
>
>          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
>     <mailto: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
>     <mailto: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.
>     >
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-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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