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Looking for recommendations to Create a physically accurate sun #674
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Your best bet for getting some kind of realistic sun and sky effect is probably to use an environment map for lighting. |
My goal is to simulate sunlight hitting a distant object from various angles in space and render an image that closely resembles what a real camera would capture when pointing at the dark night sky. Initially, I was considering creating the sun either as an object that emits light or as an invisible light source to simplify its positioning relative to the object . Do you think this path tracer can handle such a simulation? |
Sorry for the delay in response - generally I would still recommend something like an environment map that has data encoded in a known unit for this use case. Punctual lights (like directional lights, spot lights, point lights) are difficult to model and not realistic representations of light sources, though at far ranges the sun is often modeled as a directional light.
I don't think a normal map would help with lighting here. Do you mean an environment map?
There's a lot that's involved in modeling what a real camera would capture, I think, including lens distortion, etc, which isn't directly supported in the project. But I believe the primary piece that's missing here in terms of displayed light intensity would be tone mapping and color mapping - which will map the light intensities captured by the virtual (or real) sensor to a displayable color range. You should be able to adjust both those fields on the WebGLRenderer (see the |
Hi, I' m trying to create the sun in space (as a light emitting object if it's feasible) with a light source as physically accurate as possible.
I was wondering if someone has any recommendations on which kind of light sources I shoud use (AreaLight or PhysicalSpotLight) and which values I should tweak to get the best result.
thanks,
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