Graphics Programs Reference
In-Depth Information
Summary
Let's summarize a few of the things that we have covered in this chapter.
Well, for one thing, we have taken a look at how the Inverse Square law works and in
particular seen how this affects lighting in the real world. We also noted that besides
making this physically accurate decay type available to artists, V-Ray lights also offer
a number of nonphysical decay options, whose behavior we demonstrated.
We also looked briefly at the color of light sources, noting that real-world lighting
artists make use of the Kelvin color temperature scale to accurately describe or define
their color. Since, mimicking real-world lighting setups and making use of real-world
lighting data is something that we may be required to do when rendering with V-Ray,
getting to understand the Kelvin color temperature scale should be considered an im-
portant part of our technical rendering education.
Color bleed, we noted, is a product of bounced light and surface material coloration
that can present quite a problem for newer rendering artists. Given that fact, we dis-
cussed just one of the control options available for dealing with this in the form of the
saturation option that can be found in V-Ray's GI controls.
Because color bleed is in part a product of materials in the scene, it seems appropri-
ate that in our next chapter, Creating Believable Materials , we will be taking a look at
using V-Ray's extremely powerful material creation tools to start enhancing our gal-
lery's interior.
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