  | | | Simulating Dark Adaptation | Simulating Dark Adaptation 2003-12-08 - By Anthony Rosbottom
Back At 21:23 08/12/2003, you wrote: > Does anyone know of a way to simulate the dark adaptation of the >human eye? I have a scene in which the glow of a very bright light is >masked out by an object and then the brightness level of the entire scene >goes up due to the dark adaptation of the character's eyes revaling objects >formerly too faint to see. I am now doing this by keying a slow increase of >all the lights in the scene, but this is unsatisfactory for some purposes. >Is there any way to change the "sensitvity" of a camera in much the same way >that one would open up the f/stop on a camera to gather more light? Perhaps >one could use some mel script to multiply the output individual pixels by >some keyed number? I have no idea how to do this... > Any ideas? > > Brad H. Couldn't you have a simple poly or nurbs plane parented to the camera, in front of the camera so it obscures the whole view and then give this a shader with a lot of transparency and animate the transparency, translucency etc. to get the effect you want?
Cheers, Bliz::..
www.bliz.co.uk
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