Subject: Re: Photographic Lighting Date: Thu, 12 May 1994 01:32:42 -0400 (EDT) From: "Mr. Scott Krehbiel; ACS (PC)" <scott@umbc.edu> What would happen if someone set up a scene, with a light shining on say a white wall, which they'd like to reflect some light onto some object, then after rendering the scene, grabbed the color of the white wall (at whatever RGB value it happened to show up on screen) and added a lightsource with exactly that RGB value at that spot on the wall? Know What I mean?? No clue?? Lemme try to word this better... what if you set sampled the color of an object that is supposed to reflect light, and used the sampled values for the colors of a light source?? Would it come out too bright?? Do you all think that some formula could be worked out for getting the right values?? Example: render a scene with red beachball sitting next to white wall. sample color of beach ball (which is kinda orangy 'cause the lighting was yellow) and cut values to 1/3 of what was sampled. Now place a non shadow-casting light in the ball. Anyone had any luck coming up with such a ratio for imitating radiosity?? Scott Krehbiel On 6 Mar 1994, J_GEORGE wrote: > > Has anyone experimented with implementing 'true' photographic lighting in > their renderings? Particularly with the use of filter-objects to simulate > diffuse lighting for soft shadows, bouncing light off reflectors, and etc. > I've been doing a few tests with this, but haven't been able to come across an y > workable solutions beyond simply using multiple light sources. > > I guess in a nutshell I'm trying to figure out what real-world light principle s > > apply to Imagine. Any help/advice/info would be appreciated. > > I/Iax > > > -=> RETURN TO CONTENTS!<=-