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Simulating Dark Adaptation

Simulating Dark Adaptation

2003-12-08       - By Llaszlo Kiss

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

This might be too simple:
Put a plane in front of your camera, give it a white,
fully transparent lambert, add some glow intensity,
hide source, play around with the incandescence (you
could even map it with some noisy ramp) and your halo
settings. This is for the overlit/burnt out effect, if
you want to make it dim, don't hide the source, use
black for incand. and lower the transparency.  Does
this help?

ll
--- "Hoehne, Brad" <HoehneB@(protected)> 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.
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