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sIBL_Edit - Environment Map - Remove light source? (Read 2696 times)
vfx
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sIBL_Edit - Environment Map - Remove light source?
06/16/11 at 00:38:36
 
The blurring of the environment map is great, but there's a feature thats really missing here which would be a great addition.. the FG map, should not really have any light source in it. If say there's one large light source (window) in a hdr, the FG map or environment map in this case will blur the window light and this in turn creates a vast area of white, which isn't strictly good for FG as it will cast lots of white light - thus being inaccurate. An option to select and remove a light source, by cloning it out or picking colours around a selection would work wonders.
Thoughts?
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Blochi
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Hollywood
Re: sIBL_Edit - Environment Map - Remove light source?
Reply #1 - 06/16/11 at 01:31:33
 
I see where you're coming from.

But especially in the example case you mention this blur is actually perfect. It does happen in full HDR, so it doesn't desaturate. The blur amount is also adjustable - what you get in the initial breakout is just the default setting. By default it has the "Bloom" option checked, which is needed to boost smaller light sources to generate any significant amount of light at all. Turn that Bloom off, lower the Blur amount, and you get exactly what you need for bigger windows. Note, that especially with large windows paintting them out wouldn't actually work to your advantage - these are still better represented by the ENV map (or FG map as you call it) than a directional light.

However, if you'd take it strictly by the book, yes, the option to remove a light source would be useful. Not for windows, but for the sun or other lights that are already represented by regular key lights. If you're authoring sets for yourself, or for an actual production, I would actually recommend clipping the sun out of the ENV map in Photoshop.

However, for stock sIBL-sets it's more useful to lower the brightness of the 3d sun light, so the resulting solution is a 50/50 mix of Global and Direct Illumination. Turns out that this is most compatible with a broad range of biased/unbiased renderers. It always takes a bit of adjustment, but at least it can generate a working starting point for renderers that do not have actual 3d Lights anymore.

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tischbein3
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Re: sIBL_Edit - Environment Map - Remove light source?
Reply #2 - 06/18/11 at 13:32:37
 
Incorporating a complete (in)painting / masking
system inside the importer dialog is well out of the scope of the project, for possible a very long
time / more likely, forever. Sorry.

But I made some experiments today on a method, which might be incorporated in the next official sIBLedit release.
Nothing really fancy, and currently quite "dumb", (needs to be applied multiple times manually depending on the source image*). Speed and fringing artifacts are also an issue. (for everything above 512x512 its quite unusable)

(And I mean multimultiple: As for the 2nd image it was applied around 60(!!) times, In contrast, using it on Bob's excellent Dutch Skies sets usually needs around 3-5 iterations completely removing it).
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