So the lightprobe standard is :
one - side chrome
one - side 17% gray
Correct?
I have purchased a garden globe (10-inch glass,
chrome sphere) at Michael's craft store (San Francisco bay area crafts store)
and bought some primer gray spray paint. Does anyone know if you can buy 18% gray
spray paint. Could you use a white side of the sphere to capture the color of
the reflected light? In your book, Digital
Lighting and Rendering (on page 273) the sphere looks rather
"white" instead of gray.
This isn't a "standard," and everyone
does things a little differently. Your lighting reference doesn't even need to
be based on a sphere - a little model of your 3D object, or even just a white
card that you point in several directions, could be just as good reference.
Some people make a "sun-dial" type thing (a vertical stick with a
white disc of cardboard running through it) to see the different shadows and
light directions that way.
The idea of the 18% gray sphere is just that it
is likely that you can shoot a picture of it with the camera adjusted to the
same exposure settings as it's likely to be already for filming the shot.
(Based on the assumption that an "average" surface reflects back 18%
of the light that hits it.) If you have a light meter, you can test your paint
job until a reflected light reading is 2 1/2 stops lower than an incident
reading. (2.5 f-stops actually comes to 100 / 2 ^ 2.5 = 17.677% gray, but who
the hell would mix paint that way I don't know!)
It's great to collect whatever reference you
can, but please remember that this is an art, not a science, and don't be too
rigid about how you collect your reference (there's little tolerance for
slowing down a shoot for this stuff) and don't put too much faith in your
process of collecting and matching it (no director is going to accept your
scientific judgment that the lighting is "correct" if it doesn't
look good to him yet.)
The best that these things do is help guide you
in roughing-in a starting point for your lighting, and since big factors like
the shaders and texture maps on your objects can radically darken or brighten
your objects in your final renders (some shaders can look twice as bright in
the same lighting as others), a small difference in how you create your
initial lighting match is not always going to matter much.
Read
more information on 3D & CG lighting at Jeremy's website: http://www.3drender.com