[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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