Hello Design fellows,
as you probably know, HDR and physically-based shading are considered to be the next generation of high-end rendering.
In his article, Nathan Reed (graphics programmer for NVIDIA) tells us about how to make HDR rendering as artist-friendly as possible.
The article may be a little advanced, but Nathan shares his thoughts and explains the different techniques (color picking, HDR light values, HDR textures...) on how to realize perfect HDR's.
Here are some of the themes ( techniques) covered in the article:
- How to represent an enormous range of luminances numerically in a way that's friendly for people to view and edit.
- Setting the brightness of lights, emissive textures, using an EV slider
- Specifying the brightness of light sources in physical units of power
- HDR textures
... and many other issues related to HDR.
If you want to know more, I suggest that you click here. Do not hesitate, Nathan is pretty reactive and willing to answer questions.
And remember, if you want to have access to our HDR database, you can just click here. You'll get plenty of content organized into various categories.
Have fun !
