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Cousin Ricky <ric### [at] yahoocom> wrote:
> My idea was to bleed only light that exceeded the RGB dynamic range;
> that is, color in excess of rgb 1. Colors within the dynamic range
> would remain un-smeared. My first thought was to see if I could adapt
> Sam's luminous bloom rig for this purpose, but I haven't been able to
> figure out how he did it.
>
> I settled on mathematical manipulation of a pigment function. The
> source image was rendered in the EXR format. It was slow, but it got
> the job done. This POC tries to get the look of iris diffraction.
>
> bleed_test_image2.jpg is a JPEG render of the source image. As noted
> above, the actual source image was an EXR.
>
> bleed_poc1-excess2.jpg shows the colors in excess of rgb 1.
>
> bleed_poc3-power4.jpg shows the excess color smeared out into 4
> diffraction spikes.
>
> bleed_poc4-final4.jpg is the final combined image using 10 diffraction
> spikes.
It looks good, Ricky!
My original method used either averaged pigments or averaged function
pigments... I can't remember which.
My latest released version (lb7b, I think) used averaged reflective textures
with planar normals. Each texture entry used the input image to influence the
metallic reflection of the finish. It also allowed the reflection_exponent to be
specified, which in turn allowed you to control how the glare came from bright
vs. dark areas.
If I make another version I will probably use averaged pigment functions again,
since there is less computation involved.
Sam
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