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Simulating Dark Adaptation

Simulating Dark Adaptation

2003-12-09       - By Wood, Matt

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

You can fix this to some extent by unchecking the 'Clip final shaded color' in
the Render Globals.

-- --Original Message-- --
From: Hoehne, Brad [mailto:HoehneB@(protected)]
Sent: 09 December 2003 17:18
To: 'maya@(protected)'
Subject: RE: Simulating Dark Adaptation


I've just tried this, and, sadly, it doesn't seem to do the trick.  With the
semi-transparent material in front of the camera, (which I've named
"sunglasses" BTW) any white "overexposed" light source becomes grey no
matter what the incandescence level of the "lights" material.   Perhaps the
"white" of the material is only computed in 256 grey values, and the
"sunglasses" bring THAT level down, not the huge incandesence level that I
added to the material.  
Brad H.

> -- ---- --
> From:   Anthony Rosbottom
> Reply To:   maya@(protected)
> Sent:   Monday, December 8, 2003 6:51 PM
> To:   maya@(protected)
> Subject:   Re: Simulating Dark Adaptation
>
> 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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