Feature requests, bug reports and related discussion
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oodmb
- Posts: 271
- Joined: Thu Oct 26, 2006 5:39 am
- Location: USA
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by oodmb » Fri May 18, 2007 11:52 am
Bloom should be a solution to this problem. however it could be that when indigo isnt calculating bloom on the raw untonemapped image.
for example:
when blurr is done on an ldr image as compared to an hdr image the bright parts spill much less than they should due to the colour not being greater:
a shiny monkey is a happy monkey
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
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by CTZn » Fri May 18, 2007 6:24 pm
That's my opinion too, and I believe certain values for
burn parameter can allow some clamping of highlights
obsolete asset
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OnoSendai
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- Location: Wellington, NZ
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by OnoSendai » Fri May 18, 2007 10:02 pm
Sky turbidity does influence the size of the bright area around the sun, due to strongly forwards scattering from particles in the atmosphere.
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Caronte
- Posts: 61
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- Location: Valencia, Spain
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by Caronte » Fri May 18, 2007 11:34 pm
if somebody obtains a simple crystal sphere with a good specular from solar illumination, that puts his settings here, because I have tryed everything (yes, also turbidity to the maximum) without results.
Sorry about my poor english
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Maluminas
- Posts: 148
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- Location: Canada>Quebec>Montreal
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by Maluminas » Sat May 19, 2007 12:20 am
Ive been trying to test my theory about the low scattering atmosphere but im having problems with blendigo. In 1 hour and 40 minutes i will be doing my very last final exam before my diploma, ill have time to try getting the scene right after that
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