Renderer & transparency
17-Jan-95 15:30:14
Sb: #3243-Renderer & transparency
Fm: Hanspeter Ludwig 100330,310
To: Jim Jonah 73517,3532
Hi Jim,
Here is our basic problem again:
"The basic problem seems to be that transparency factors are *added*, where
they should probably be *averaged out*. Here is an example: a white, 80 %
transparent segment is placed partially in front of a black background and
partially in front of an opaque white object, which appeares dark grey, due to
its shadows. The intersections of the two segments should now look grey also,
even thou a little lighter. Fact is the intersection looks almost plain white.
A probably better example: a dark red (140/0/0) segment that is 70 %
transparent is placed in front of another dark red seg. (same color). This
second seg now is opaque. The color of the intersection should also now be dark
red, but it is bright red. The two reds seem to be added rather then averaged
out: 140 red + 140 red = 280 red. This is turned to the closest number possible
to display I presume: 255 (bright red). Instead the color-calculation should
probably be something like this: 30 % of 140 (the transparent seg) + 70 % of
140 (the opaque seg) = 100% of 140 red. I am not sure about that thought
Well I know that these examples are rather theoretical. The basic problem to me
seems the color-theory here. You seemed to have used the additive color-mixing
theory instead of the substractive-mixing. A good example for the unusabillity
of additve color mixing might be my most gross red 70's ashtray. If I for
instance put that monstruos deep red glass ashtray onto a green underground the
green does not turn lighter in brightness – as in addtive color-mixing – it
turns darker, turns more dirty, towards olive – just as in substractive color
mixing.
This is easily illustrated by black & white photography. Lets say you want to
shoot a picture of a red brick-house that is partualy covered by ivy. If you
use a red filter the bricks become very bright, they will apeare allmost white
on the b/w print, wheras the ivy will turn allmost black. If you use a green
gel on the lens, the ivy now will be allmost white and the brick-wall will
appeare a lot darker then it actually is.
In conclusion I think the only problem is the wrong colormode. Additive
color-mixing does not work, because there is hardly a case where this is used
in real life (hey, of course, on monitors). Most of the times you see
substractive color-mixing. I can imagin that this problem sounds a lot more
trivial then it is to program. But I still wanted to bring it to your attention
just because we had some problems with a production recently.
Another thing was the reflection on transparent segments. If you have a
transparent white seg in front of a black background there is no reflection
rendered, even if it is cranked all the way up."
That was the first message.
As you see, it is *not* a problem of removing parts of verlaping segs, its
merely a problem of showing them but not in solid white. The actual problem
occured on a scientiffic animation we did on eye-surgery (I know, some jobs you
have to do). First a special type of syringe. That things had two tubes. Each
of the tubes contains one component of a special fibrine glue. The animation
had to look real, but schematic at the same time. Too much realism would have
given it a too scary look. The way we have it now is far too schematic though,
it doesn't look right. The clear cornea was an even bigger problem, since there
was supposed to be an incision shown. That meant a *lot* of muscle motion and
overlapping transparent pieces all over the place. We ended up doing most of
the stuff in post.
Thanks on the hint for the fog I'll give it a try, especially a rotoscoped
black and white QT-Movie would probably work great for that. Any experience
with that?
Read ya,
Peter.