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Simulating Dark Adaptation

Simulating Dark Adaptation

2003-12-09       - By Hoehne, Brad

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

I just thought of another way of doing this.  Render the scene twice, at two
different sets of light levels- one bright, one dim- then blend the two
together, as needed, to take care of this issue.
Brad H.

> -- ---- --
> From:   Llaszlo Kiss
> Reply To:   maya@(protected)
> Sent:   Monday, December 8, 2003 9:15 PM
> To:   maya@(protected)
> Subject:   Re: Simulating Dark Adaptation
>
> 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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