The story of Vermeer #2
Lumiere was used in production for some time and it already helped to even out the bigger quality bumps between our images, however a good environment map does not automatically improve everything.
If we say, that the lighting should be physically correct in order to build up 3D scenes that give artist a realistic environment than of course it should apply to artificial light sources as well. I tried my best to get information on different light sources and there properties and implemented them into a Lumiere Light.
And than the next question evolves: does the way how we capture the images in these softwares matter as well? I already had years of experience as a hobby photographer and the way cameras were set up in 3D had nothing to do with reality. In order to find a solution for that I developed a Lumiere Camera. A camera that simulated actual lenses and camera bodies.
The concept worked nice for me and for some projects and artists as well. But still it needed a different vision from people how they approach the image making process. In the beginning people felt like their possibilities are narrowed down by just being able to use physically correct values in their scenes. We also organized some internal workshops regarding Lumiere and general rules of photography to help with the process and step-by-step people got convinced by the concept.
After some time having an overview about our experiences we saw that the idea was good and was working. The quality of the images made with the system were promising, artists were able to set up their scenes faster and could put more focus on the creative part of their process.
Collaboration also became a lot easier between our artists, and our internal model and shader library started to make more sense as well as things were working in every scene without extra adjustments.
After spending several years in developing the whole concept from scratch I was still really excited about it and as it formed it’s shape I more and more had the idea that I would like to have more focus on it. At this point other companies also heard about it and wanted me to develop something similar for them as well. These things just pushed me to make the change, so with some of my former colleagues we formed Moriet & Brro, a hub, which became the home for the future development of the whole concept.
In the last 1,5 years I had the chance to improve the concept a lot. Basically I took the original idea, rethought all the parts and set up a concept how I can rebuild it in a sustainable way so future development and expansion would be possible as well.
I reconsidered everything regarding how we capture our HDRIs. The quality is also really different: they are way more accurate now. They shoot in seconds and with much more exposure brackets. To differentiate we just simply call them Sky Scans.
This blog will be the place for all of you to read the technical progress and the details of the development of Vermeer, our tool to bring reality and standardize 3D Computer Graphics.
Cover image: © The Wine Glass, painting by Johannes Vermeer