Recently working on some lighting matching for a composite scene, between the lighting in the studio (Alien Bees) and the lighting that would be in the CG scene (Fluorescent) needed to figure out what the approximate lighting color values were suppose to be. Not sure if these are completely accurate, but haven’t found any better sources.
Light Source Kelvin Temperature R G B Values Color Candle 1900 255, 147, 41 40W Tungsten 2600 255, 197, 143 100W Tungsten 2850 255, 214, 170 Halogen 3200 255, 241, 224 Carbon Arc 5200 255, 250, 244 High Noon Sun 5400 255, 255, 251 Direct Sunlight 6000 255, 255, 255 Overcast Sky 7000 201, 226, 255 *
Clear Blue Sky 20000 64, 156, 255 Warm Fluorescent 255, 244, 229 Standard Fluorescent 244, 255, 250 Cool White Fluorescent 212, 235, 255 Full Spectrum Fluorescent 255, 244, 242 Grow Light Fluorescent 255, 239, 247 Black Light Fluorescent 167, 0, 255 Mercury Vapor 216, 247, 255 Sodium Vapor 255, 209, 178 Metal Halide 242, 252, 255 High Pressure Sodium 255, 183, 76
Below is the sample lighting test using the Standard and Cool White Fluorescent lighting numbers. Simulation of the lights is a simple cube (2’x4’x2”) pushed against the ceiling. Texture channel set with Color and Luminance (to the color guide above) then boosted the GI setting to 500 to get the output close to the lighting needed. Also, there is a sky map (city street scene) and set the GI renderer to 2.2 gamma with 3 pass diffusion – everything else was set to default for the lighting test. The giant sphere is there just to check things out, and the gap in the middle is where other geometry goes.
Color Chart Taken from :
http://planetpixelemporium.com/tutorialpages/light.html
I’ve copied it here, as I think I’ll eventually alter the numbers a bit. Sorry, but I’m not buying that overcast skies are purple. We do enough photography that I hope to re-do this chart to reflect matching of photo white balance to CG rendering for our composites to get matching color casts when needed.
A shot of one of the final lighting test renderings with all the geometry in place. This will be toned down a LOT for the final, but gives us a good starting point for the overall look of the image and to check geometry, lighting balance, and all the reflections we’ll need to deal with.
-AW

