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How does constant texturing go ?


frankha
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Hi, I'm trying to render the picture that is created by a video-projector ... though I use a light emitter with HDRI, i'm kinda stuck ... the color is not coming through with enough brilliance and saturation ... probably because my room setup is to bright.

 

But let's say i still want to display the projected chart clear and saturated ... any ideas to share ?

 

20120516-qpph-57kb.jpg

 

Thx,

Frank

Edited by frankha
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dont use a hdri in that slot - i don't reckon that 'bar graph' is a HDR image anyhow

just chuck the bitmap in a light material and check 'compensate camera exposure' - then adjust it in post with a mask if you require extra brightness

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Hi nicnic, thx for reply. With "light material", do you mean to create an emitter in the layer ? I didn't find a "create light material" or such. I tried emitter, but it didn't offer bitmap, only hdri and mxi ... then i tried bsdf and there was no 'compensate ...' option.

 

I checked into a seemingly "light" material from the online lib, but the result was not much scrreeny ... emitting ...

 

20120517-ni7r-109kb.jpg

 

... seems i'm kinda in the dark yet. ;0

Edited by frankha
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  • 3 weeks later...

Frank, I know this thread is sort of old, but there is a way to do this using ThinSSS.

 

First create this material for your projection screen plane:

1) Create a plain material. In the default BSDF, put your projection screen graphic into reflectance 0 and 90, and set roughness to 95.

2) Create a second layer named Ghost and set to additive mode, with opacity 100%.

3) In the Ghost BSDF set reflectance 0 and 90 to black, and transmittance to White with attenuation to 7.5mm -- then Enable ThinSSS with scattering set to 1000 and thickness to 2.5mm.

4) In the Ghost BSDF drag and drop the same graphic from your reflectance 90 of Layer 1 BSDF into the transmittance slot, and the graphic from the reflectance 0 of layer 1 BSDF into the scattering slot.

 

Adjust the attenuation value in the Ghost BSDF to control the opacity of this graphic. Place a second plane behind this plane, and add an emitter to it; this will serve as a backlight for your graphic. Edit this emitter as necessary.

 

Source

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great, it works now and ya it was the attenuation (and the missing emitter). I changed it to mm and then the value slider started producing effects. I understand now that it is about making a thin shine through film and putting an emitter behind it. like film.

at the moment it still creates kind of shifted colors (white is blueish etc.) but this may be a thing of rendering higher SL.

 

thx

 

20120604-eru9-145kb.jpg

 

Other question ... any idea why i have this spot ther in the scene where there should be nothing ? ... i didn't use any lens effect on the camera or such ... just plane from scratch test scene.

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