View Full Version : mysterios feature in mental ray : miSpectrum
Hirni_NG 11-26-2005, 04:53 PM There is a miSpectrum struct defined in shader.h and geoshader.h. It is quite extensive, sample representation and fourier representation seem to be supported. There is no info on what a spectrum representation in a data file looks like.
There is no mention of this in the documentation nor is it used somewhere.
This could mean that mental images is planning to nudge up MR to be a spectral renderer after all.
Does anyone used miSpectrum before and in what context or has more information about it?
Ralf
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they will probably turn mentalray into a spectral renderer with the 3.5 version, since there is already a mib_blackbody shader (maya 6.5+) and some other clues that show that :)
..
floze
11-27-2005, 04:51 PM
I hope there'll be any news on this soon. I only keep hearing rumors that "things are going to change completely" etc.pp.; the indications are getting dense though.
Is that shader.h somewhere publicly available, Ralf?
Pixero
11-27-2005, 05:22 PM
Is that shader.h somewhere publicly available
Its in: Alias\Maya7.0\devkit\mentalray\include
floze
11-27-2005, 05:32 PM
Its in: Alias\Maya7.0\devkit\mentalray\include
Hehe, not for me.. still on 6.5... thanks though! :D
Hirni_NG
11-28-2005, 10:06 AM
I found this in the release notes:
This release contains preliminary support for higher, physically based, fidelity of color simulations in the rendering, using more accourate color spaces or spectral sampling. The .mi syntax has been extended to support definition and selection of color spaces and color profiles. This will be described in more detail in an upcoming release.
So it looks like we will get some cool new stuff to play around. I only hope that mental images provide good tools to import spectrums. If the only input to a spectral rendering are rgb colors, a lot of the power of spectral rendering is lost. Of course, one can can produce nice rainbow colors, but if lights and BRDFs use only rgb colors as input, there is not enough information to do spectral rendering as accurate as there can be.
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