View Full Version : Killing burning by shader ?
ghostlake114
11-08-2006, 11:20 PM
This s my test pic
http://i35.photobucket.com/albums/d152/ghostlake114/burning.jpg
You could see the burning area...
Right, I have applied buffer_api...
I also know we could increase light cone, decrease the light intensity to get rid of this thing. However, are there anyway to setup a shader that control the intensity or exposure it gets.
maxplugins
11-09-2006, 01:20 AM
You could use the tone mapping in Francescas Ctrl_Buffer shader, it's great for stuff like this.
Dave
You need to emit much more photons from your GI emitters. This will reduce such artifuckts.
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ghostlake114
11-09-2006, 06:39 AM
No, this s just test and I dont care about artifact :).. I also use tonemap in buffer.api now... But I want more control to the exposure of the object, by controlling the shader
The best control of exposure is 32-bit non-quantize image and Shake at your hands
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ghostlake114
11-09-2006, 10:04 AM
Yeah, I know how to control now with surface luminance
http://i35.photobucket.com/albums/d152/ghostlake114/luminance_shader.jpg
and use color 1 of blender node to control the exposure, a blacker color mean the less exposure you got
http://i35.photobucket.com/albums/d152/ghostlake114/blendecolor.jpg
Yeah, I know how to control now with surface luminance
and use color 1 of blender node to control the
I got some misssunderstanding. You say, you control exposure from shading network?
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ghostlake114
11-09-2006, 11:54 AM
Yeap
With this node connected, you could control how exposure on the surface is
Original tutorial
http://members.fortunecity.com/messymonk/tips/col_tips/surf_lum/Surf_lum_node.html
Right. This is the same.
PS: As for me, I like multiply node between lum and texture more (or m.b. not lum. This is depends on the case).
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