Hey, Bloch,

Thanks a lot for all these tips. Very valuable to me.

Actually, just like you mentioned, I converted these light sources
into CG lights to better address GI sampling issue and to have more
flexible control on lighting.
For interior shot, I reconstruct the set as rough geometry via
photogrammetry and project fill-light-only environment map onto these
geometries to capture animated environment maps for ambient lighting.
Then, I cut light sources from the original environment map and set up
area light sources with these cut-out HDR textures based on original
lighting apparatus real-world positions.

I have thought about requesting this kind of feature to be added into
future sIBL sets (for interior shot) for physically-based lighting
setup. But I have no clue how to approach it as it involves much more
preparations than simply separating diffuse and reflection component
of the lighting as well as extracting light sources as traditional CG
point, spot, or directional lights.

Best,
Jason

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