Hey, Bloch, Thanks a lot for all these tips. Very valuable to me.
Actually, just like you mentioned, I converted these light sources into CG lights to better address GI sampling issue and to have more flexible control on lighting. For interior shot, I reconstruct the set as rough geometry via photogrammetry and project fill-light-only environment map onto these geometries to capture animated environment maps for ambient lighting. Then, I cut light sources from the original environment map and set up area light sources with these cut-out HDR textures based on original lighting apparatus real-world positions. I have thought about requesting this kind of feature to be added into future sIBL sets (for interior shot) for physically-based lighting setup. But I have no clue how to approach it as it involves much more preparations than simply separating diffuse and reflection component of the lighting as well as extracting light sources as traditional CG point, spot, or directional lights. Best, Jason _______________________________________________ HDRI mailing list [email protected] http://www.radiance-online.org/mailman/listinfo/hdri
