View Full Version : What's the spectral rendering in MR 3.5 ?
August 10th, 2006, 10:05
I'm a bit curious about this option : Spectral rendering. I know that MR add the path_material to do path tracing... I use also the Pavel's PMegaTK shader who add path indirect illumination, But spectral rendering :?
If somebody had an idea about this shader and render mode, could you give me more information ?
PS : I have many questions about MR 3.5...
August 10th, 2006, 18:37
I will eventually be putting up tips on this subject, and it is possible this could be added as an advanced training class.
A spectrum allows you to specify values over a spectrum of wavelengths. These values could be energy flux (watts) from a light, or radiance, or irradiance, or whatever makes sense in the way you are putting the scene together.
This means that you need to put together a kit of shaders that match each other for it to work correctly.
You specify it by adding a special spectrum colorprofile to the options.
Currently, we work with it in standalone. To incorporate it into an OEM app, I would guess that there would need to be some UI invented for spectrum specification.
August 11th, 2006, 10:49
Thank for your answer Bart.
PS : I'm in France and I would like to know if there are a way to had Classes via the net or something like that ?
August 16th, 2006, 12:25
Kinda verbose but a couple links help explain some of it. I do notice tonemap functions time to time in mental ray feedback, this was the first time I saw a better explanation of what was going on (second link).
I've seen some shader implementations in things like Maxwell where some materials are defined in nanometers or angstroms can't recall which right now. ("Spectral BDRFs")
I noticed mental ray has functions to define colorspace output with standalone.
August 18th, 2006, 10:34
Thanks for the links :wink:
February 2nd, 2011, 23:54
I am sure the answer is "no", but have there been any developments in this?
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