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Pseudo Color Exposure Control

Rendering menu > Environment > Exposure Control rollout > Choose Pseudo Color Exposure Control from the list. > Pseudo Color Exposure Control rollout

Pseudo Color Exposure Control is actually a lighting analysis tool that provides you with an intuitive way of visualizing and evaluating the lighting levels in your scenes. It maps luminance or illuminance values to pseudo colors that show the brightness of the values being converted. From darkest to brightest, the rendering shows blue, cyan, green, yellow, orange, and red. (Alternatively, you can choose a grayscale where the brightest values are white, and the darkest are black.)

Pseudo color exposure of a scene with radiosity. Areas in red are overlit, areas in blue are underlit, and areas in green have a good ligthing level.

If you render a scene using this exposure control, a render element will be created in order to obtain accurate luminance and illuminance data.

Three spheres at an equal distance from a light source. The sphere on the left has a matte material, the sphere in the middle is glossy, and the sphere on the right is glossy but has a much darker color.

A display of illuminance shows that it is the same for all three spheres.

A display o fluminance shows that the two spheres on the left reflect about the same amount of light, but the darker sphere on the right reflects little light except for its highlight.

See also

Environment Dialog

Interface

Display Type group

Quantity—Chooses the value being measured.

  • Illuminance (the default) displays values of light incident on surfaces.

  • Luminance displays values of light reflected off surfaces.

Style—Chooses the way to display values.

  • Colored (the default) shows a spectrum.

  • Grayscale shows gray tones that range from white to black.

    The spectrum bar displays the values the rendering will use.

Pseudo color display style:

Left: Grayscale

Right: Colored scale

Scale—Chooses the technique used to map values.

  • Logarithmic (the default) uses a logarithmic scale.

  • Linear uses a linear scale.

    The Logarithmic scale is useful when the illumination of the surfaces of interest is low compared to the maximum illumination in the scene.

Left: Linear scale

Right: Logarithmic scale

Display Range group

Minimum (Min.)—Sets the lowest value to measure and represent in the rendering. Values at this quantity or below it all map to the left-most display color (or grayscale level).

Maximum (Max.)—Sets the highest value to measure and represent in the rendering. Values at this quantity or above it all map to the right-most display color (or grayscale value).

Physical Scale—Sets a physical scale for exposure control to use with lights that are not physically based. The result is an adjustment of the rendering that approximates the eye's response to the scene.

Each standard light's Multiplier is multiplied by the Physical Scale value to give a light intensity value in candelas. For example, with the default Physical Scale of 1500, a standard omni light is treated by the renderer and radiosity as a photometric isotropic light of 1500 candelas. Physical Scale is also factored into reflections, refractions, and self-illumination.

Range=0.0 to 200,000.0 candelas. Default=1500.0.

A single candle is approximately 1 candela (the unit can also be called a "candle"). A 100-Watt (W) incandescent lightbulb is approximately 139 candelas (cd). A 60W bulb emitting in all directions is about 70 cd, while the same bulb with a reflector is about 4500 cd because the light flux is concentrated into a narrow angle.

Photometric lights are unaffected by the Physical Scale value.

This parameter is animatable.

Adjusting the range to analyze:

Above: Correct range for a scene

Middle: Too narrow a range

Below: Too great a range

Narrowing the range to focus on a single object

Spectrum bar—Shows the spectrum-to-intensity mapping. The numbers below the spectrum range from the Minimum to the Maximum settings.


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