It was quite easy to add some color conversions that receives normalized data from the sliders, converts it in a more usual 8-bit range and then to HSV and HEX. I also added a button functionality to copy this data in the clipboard. This may be useful if one wants to quickly transfer color to another application such as Photoshop.
Real HDR now features some exporting options with proper 2:1 proportion.
I finished the color editor that features 3 sliders with float value for RGB channels, and a proper way to generate these values in a 32-bit range. The main challenge was to create the “selector” pins that are sitting on another layer and are at the moment the sole containers of the parameters. This means that there is no “main2 parameter container, but each set is fully independent for the maximum modularity. I took this idea from another project of mine (Real Zombie Game) that is totally different but manages data containers in the same way.
There is now a login feature on start-up that manages the licensing system. As a difference from Real IES, real HDR will use an online authentication system similar to Adobe Creative Cloud (similar to the one I developed for Render Academy’s Classroom). This way we can avoid the annoying activation done via Request, Activation and Authorization codes we use in Real IES… I’ll update that one later.
The login section is also responsible to compare the actual installed version with the latest one I will release in the future. I think this is a good way to keep users updated instead of sending lot of annoying emails. There is a hidden button in the UI that will appear only if the server has a newer version. This way the user can go directly to the download page, without having to Google for it.
When I was late-teenager I had this idea, moved by Paul’s Debevec researches, about an algorithm to encode 32-bit images. I was math&code inexperienced that time, so my attempt was just a bunch of wrong formulae and useless stuff. In my late twenties, however, I deepened my usage of HDRI files as a 3D artist and I was always fascinated by how a complex light set could be “packed” in a single image. I was using Photoshop and 3D Studio Max for my experiments at that time.
Things didn’t change much during the years, I kept using this IBL workflow for a while at PlaySys and then I started lecturing at Scuola Politecnica di Design in Milan.
I was in charge of CGI lectures with 3ds Max, V-Ray, and Keyshot. And at that moment I thought about developing my own tool, to speed up the creation of custom HDRI for my company.
I studied different methods – initially, the intent was to obtain it with a Max Script – but then I expanded the idea, strong of my previous experience with Real IES utility and this is how Real HDR looked like in its early stages: