Watch shader writer, Mario Marengo, explain spectral wavelength and how to utilize it within Houdini. This presentation was recorded at a Toronto Technical Evening hosted by Side Effects Software.
Shaders generally work in RGB color space. This is limiting when trying to replicate many lighting phenomena. Some of these phenomena are thin-film interference as with soap bubbles and light scattering in clouds. It is easier to work with color in spectral wavelength space, as opposed to RGB space, as you are now shifting wavelengths of color as it occurs in the particular medium we are trying to light. This is not a simple conversion, but you will learn it in this Houdini 9 Mantra tutorial.
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