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Lenscare dof photosohp
Lenscare dof photosohp








lenscare dof photosohp

Right now for animation the only way I can see of changing the exposure over time is render the whole animation once out to HDR, then have another 3D program import each frame of that animation and displays on a camera facing plane, or hangs it in front of the camera. I'm also working on a way to have an animation auto-expose like a camera or the human eye to changes in brightness. And this can be hard if you use any HDR's to light the scene as they are usually relatively calibrated and are not in anyway accurately emitted the correct brightness of light. I was wondering why a lot of my renders didn't seem to be HDR, or looked 'weird' then I figured out it was because I was relying on Vrays tone-mapping to adjust my image to exposure all areas evenly, which achieves a weird bland but evenly exposed image.Īll of this makes it increasingly important to have accurate setup including scale of scene, accurate sun brightness and area light brightness. But hopefully enough information exists to simulate the other effects more interactively. This isn't great for things like DOF which really need to be done as part of the ray tracing till we can save out volumetric images from renders. So simulate the camera in post, not in render (if possible) This then gives you the ability to detect over bright areas and 'bloom' them and realistically simulate film/camera/eye response to color and brightness. Then take the 32bit output and simulate the tone/color-mapping in post using something like AfterEffects. I believe you should always render to a linear color space, no tone mapping.

lenscare dof photosohp

I'm working now with a realistic type of scene, the end goal will be to transition the 'realism' knowledge and tools to not so ordinary subject matter and retain the same level of realism with rather more abstract items. Including bloom effects and how the eye adapts to changes in brightness and depth of field auto-focus. The natural response curve of the human eye and how I can simulate that on a 3D render.

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I've been racking my brain lately over human eye-sight optics. I really can't wrap my head around the math. Now I just have to figure out the math to work that out in reverse.

Lenscare dof photosohp how to#

Ok I've figured out how to do this now in theory, I just realized a checkbox on the exposure effect alter It's behavior, bringing it in line with what i'd expect whereby an exposure of 2 versus 1 results in doubling the average brightness of the image. I get a different result!?!?!?Ĭlearly even Adobe have a hard time with this color stuff. looks fantastic in the realtime viewport, but If I hit render. Working like this is HARD, you have to be so careful with color profile and linear light, everyone and their dog wants to fiddle with the HDR before you get to see it, and to make matters worse, when I work in what I believe is the correct linear color space in AE, it. It's going to take a huge leap of math to make it work properly and not just based on guess work. Well my auto-exposure expression is pretty nice, and it helps a lot, but It's kinda shit too. Should look even better if I can find a way to batch Maxwell Simulens it. The realism really is down to the color correction, it looked kinda crap before I did the post work in AE. That looks strikingly good considering all I did was put a physical sun/sky on and hit render.










Lenscare dof photosohp