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#1 2007-01-28 13:45:53
- lokida
- Member
- Registered: 2007-01-28
- Posts: 16
Physical representation of light and color
I have a question dealing with light intensity and color.
In renderman, the range for color and intensity is,most of the time, [0,1].
But it does not report reality. For me this range means nothing (compare to camera and lightinf technics).
Is there a way to use kelvin, watts, Lumen, Lux... in 3delight ? Or may be there is a way to convert this physical laws in 3delight data ?
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#2 2007-01-30 07:02:21
- olivier
- 3Delight Developer
- Registered: 2007-01-09
- Posts: 1930
Re: Physical representation of light and color
With most lightsources, you can use values outside the [0,1] range. It usually doesn't make much sense for color but it's common to see intensities in the hundreds or thousands.
As for physically realistic units, it might be possible to come up with a conversion factor but you would have to take exposure into account as well. Normally in computer graphics people don't mess with exposure and instead adjust all the lights so the computations make the output fit in the proper range. So it's more of a "visual feedback" method than trying to work out good values with a real-world model. You also have to keep in mind that not all computations done in rendering are realistic. For instsance, many lightsources can be made to produce light in impossible ways and artists are often known to want lightsources which substract light!
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#3 2007-02-01 12:24:49
Re: Physical representation of light and color
Hello,
I sugget you the following reading:
Principles Of Digital Image Synthesis by Andrew S. Glassner.
http://www.glassner.com/andrew/writing/books/podis.htm
You can have a look using Google books too.
- Aghiles.
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