Hi Jan,
On Thu, 2004-11-25 at 04:20, Jan Wurster wrote:
> I'm at the moment thinking of ways I could use to 'convert' the scene
> to true HDR, i.e. probably do something to the lightsources? We're
> currently working on lighting the scene via HDR environment, but this
> proves to be quite a task - and maybe it would be nice to have
> artificial lighting as an alternative.
>
> I've found e.g. this article on the matter:
> http://www.gamedev.net/reference/articles/article2108.asp
>
> But that only partly covers the issue ;) hdr textures are fine, but
> I'd like to be able to at least work with standard materials as well
> (and I don't see why I couldn't?).
Neither do I. ;) OpenSG doesn't do any clamping on any parameters by
itself, so if you disable color clamping you should be able to just use
whatever brightness scale you want.
> LDR textures are a different matter
> of course, those might look quite ugly I guess ..
Not necessarily. If you use textures just as scaling factors for the
other calculations, LDR textures will work fine with HDR calculations.
The worst case I can see right now is some banding after tone mapping,
if you have a smooth gradient in your source texture.
Yours
Dirk
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