Feature requests, bug reports and related discussion
-
fused

- Posts: 3648
- Joined: Fri Sep 22, 2006 7:19 am
- Location: Berlin, Germany
- 3D Software: Cinema 4D
Post
by fused » Thu Dec 17, 2009 11:36 pm
haha ^^
indigo is awesome. beat that maxwell!
Code: Select all
<material>
<name>0_mid0</name>
<phong>
<ior>1.010000</ior>
<diffuse_albedo>
<constant>
<rgb>
<rgb>0.800000 0.800000 0.800000</rgb>
<gamma>2.200000</gamma>
</rgb>
</constant>
</diffuse_albedo>
<exponent>
<constant>1000.000000</constant>
</exponent>
<base_emission>
<constant>
<uniform>
<value>1.000000</value>
</uniform>
</constant>
</base_emission>
<layer>0</layer>
<texture>
<uv_set>default</uv_set>
<path>C:\Users\Yves\Desktop\spectrum.png</path>
<a>0.0</a>
<b>1.0</b>
<c>0.0</c>
<exponent>1.0</exponent>
</texture>
<emission>
<shader>
<shader>
<![CDATA[
def Vec3ToReal(vec3 v) real : ((doti(v) + dotj(v) + dotk(v)) / 3.0)
#indigos wl range is 400 - 700 nm. tial & error ftw
def eval(real wavelen, vec3 pos) real: Vec3ToReal(sample2DTextureVec3(0, vec2((wavelen - 400.0) / 300.0, 0.5)))
]]>
</shader>
</shader>
</emission>
</phong>
</material>
edit: hehe i know this is not how a normal lamp emission spectrum would look like but i only have paint ^^
-
Attachments
-

- spectral shader emitter.png (480.09 KiB) Viewed 3181 times
-

- spectrum.png (1.44 KiB) Viewed 3181 times
-
pixie

- Posts: 2345
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
-
Contact:
Post
by pixie » Thu Dec 17, 2009 11:46 pm
OMG Fused, what have you done!!!?

-
fused

- Posts: 3648
- Joined: Fri Sep 22, 2006 7:19 am
- Location: Berlin, Germany
- 3D Software: Cinema 4D
Post
by fused » Thu Dec 17, 2009 11:52 pm
i just reproduced something in ISL that you could just do with a tabulated spectrum. what a waste of time lol
-
fused

- Posts: 3648
- Joined: Fri Sep 22, 2006 7:19 am
- Location: Berlin, Germany
- 3D Software: Cinema 4D
Post
by fused » Fri Dec 18, 2009 12:10 am
high pressure sodium lamp:
real:

indigo:

- hps.png (299.17 KiB) Viewed 3175 times
purespider kindly helped me out with photoshop

-
Attachments
-

- spectrum.png (2.82 KiB) Viewed 3181 times
-
lycium
- Posts: 1216
- Joined: Wed Sep 12, 2007 7:46 am
- Location: Leipzig, Germany
-
Contact:
Post
by lycium » Fri Dec 18, 2009 12:14 am
ahhh, that wonderful warm glow of an HPS lamp
cool stuff!
-
pixie

- Posts: 2345
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
-
Contact:
Post
by pixie » Fri Dec 18, 2009 12:37 am
fused wrote:i just reproduced something in ISL that you could just do with a tabulated spectrum. what a waste of time lol
Anytime soon I won't have any more time to waste...

Life was so much fun while poking with numbers back and forth, messing on raw xml... those days are gone now, and whose the blame? Yours fused, yours! You wicked!
-
Jambert

- Posts: 545
- Joined: Wed Jul 30, 2008 10:08 pm
- Location: France, Lyon
Post
by Jambert » Fri Dec 18, 2009 5:57 am

impressive
I don'tunderstand exactly how it works but congrats all. Could it be mix with ies?
-
dougal2

- Posts: 2532
- Joined: Wed Nov 15, 2006 8:17 am
- Location: South London
Post
by dougal2 » Fri Dec 18, 2009 6:10 am
Jambert wrote:
impressive
I don'tunderstand exactly how it works but congrats all. Could it be mix with ies?
Yes, they can be used with IES. The way I've implemented it is as an alternative to RGB or Blackbody for the emission spectrum. (Basically, a load of named presets for regular-tabulated data).
-
dougal2

- Posts: 2532
- Joined: Wed Nov 15, 2006 8:17 am
- Location: South London
Post
by dougal2 » Fri Dec 18, 2009 6:12 am
dougal2 wrote:I will have to do some careful reading in order to establish whether the CCL3-by licensed spectrum data can be included in the GPL exporter and released.
As far as I now understand, this is permissible - unless anyone would like to correct me, these presets will be included in Blendigo after 2.2 stable.
-
Jambert

- Posts: 545
- Joined: Wed Jul 30, 2008 10:08 pm
- Location: France, Lyon
Post
by Jambert » Fri Dec 18, 2009 6:17 am
realy good to know, thx
(still don't understand everything because of my poooooor english

)
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Fri Dec 18, 2009 10:01 am
dougal2 wrote:dougal2 wrote:I will have to do some careful reading in order to establish whether the CCL3-by licensed spectrum data can be included in the GPL exporter and released.
As far as I now understand, this is permissible - unless anyone would like to correct me, these presets will be included in Blendigo after 2.2 stable.
Wow, cool stuff Doug!
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Fri Dec 18, 2009 1:00 pm
gagar wrote:neo0. wrote:Well.. to be honest, Im kind of confused when it comes to this.. is light temp (in kelvins) equate to the same colors as metal temperature? Obviously, it would vary with different metals, but maybe it is similar for a few?
There is no such thing as "metal temperature" in the way you are using the term.
When you heat a metal, or another material, it emits a black body spectrum ("light temperature"), which depends on the temperature.
Now, if you excite a metal atom, it will emit a photon at a characteristic wavelength upon relaxation. C.f.
http://www.meta-synthesis.com/webbook/1 ... photo.html
That's the effect you see in sodium-vapour lamps (street lamps) and in fireworks.
So, as Lyc mentioned, you just need to find the emission spectrum for the metal you want, and use it.
But aren't the various components in fireworks heated to the same temp in spite of their different composition? So the same temp produces a different color?
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Fri Dec 18, 2009 1:12 pm
Combustion and heating are two distinct processes, in the former case I think that metallic ions are in cause for the hue (also the reacting materials are transformed).
Wow fused, I was expecting some more code to achieve this, pretty amazing !
That should be documented as an ISL technique before it fades into oblivion. It's nice, simple and usefull.
All your fault again, neo0.

obsolete asset
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Fri Dec 18, 2009 1:50 pm
Wow, to to be honest the physics of this is a little beyond me.. Im just looking fot a way to make it more artists friendly.

Who is online
Users browsing this forum: No registered users and 6 guests