View allAll Photos Tagged diffuser
Proof of concept testing on the brackets. The P-clamp with rubber isolator on it helps reduce vibration to the diffusor as well as clamping solidly to the power streering cooler pipe.
Umbra
The umbra (Latin for "shadow") is the darkest part of the shadow. From within the umbra, the light source is completely occluded.
Different lighting setup
from top left to bottom right to show the differences of using reflector and diffuser
1) Plain SpeedEx
2) White reflector (top)
3) Gold reflector (top)
4) SpeedEx with white diffuser
5) SpeedEx with yellow diffuser
6) Silver reflector (top)
7D, 60mm 2.8, 580EX
Manual setting
Auto white balance
SpeedEx - manual setting to make sure the same flash power
ProEXR File Description
=Attributes=
cameraAperture (float): 36
cameraFNumber (float): 8
cameraFarClip (float): 1e+030
cameraFarRange (float): 100000
cameraFocalLength (float): 252.997
cameraFov (float): 8.13913
cameraNearClip (float): 0
cameraNearRange (float): 0
cameraProjection (int): 0
cameraTargetDistance (float): 95.4753
cameraTransform (m44f): [{0.62356, -0.611825, -0.486666, -66.8578}, {-0.781775, -0.488004, -0.388175, -43.9846}, {0, 0.622513, -0.782609, 57.1602}, {0, 0, 0, 1}]
channels (chlist)
compression (compression): Zip
dataWindow (box2i): [0, 0, 1919, 1079]
displayWindow (box2i): [0, 0, 1919, 1079]
lineOrder (lineOrder): Increasing Y
name (string): ""
pixelAspectRatio (float): 1
screenWindowCenter (v2f): [0, 0]
screenWindowWidth (float): 1
type (string): "scanlineimage"
=Channels=
A (half)
B (half)
G (half)
R (half)
VRayExtraTex_Map #21.B (half)
VRayExtraTex_Map #21.G (half)
VRayExtraTex_Map #21.R (half)
VRayGlobalIllumination.B (half)
VRayGlobalIllumination.G (half)
VRayGlobalIllumination.R (half)
VRayWireColor.B (half)
VRayWireColor.G (half)
VRayWireColor.R (half)
atmosphere.B (half)
atmosphere.G (half)
atmosphere.R (half)
background.B (half)
background.G (half)
background.R (half)
defocusAmount (half)
diffuseFilter.B (half)
diffuseFilter.G (half)
diffuseFilter.R (half)
effectsResult.B (half)
effectsResult.G (half)
effectsResult.R (half)
lighting.B (half)
lighting.G (half)
lighting.R (half)
noiseLevel (half)
reflection.B (half)
reflection.G (half)
reflection.R (half)
reflectionFilter.B (half)
reflectionFilter.G (half)
reflectionFilter.R (half)
refraction.B (half)
refraction.G (half)
refraction.R (half)
refractionFilter.B (half)
refractionFilter.G (half)
refractionFilter.R (half)
specular.B (half)
specular.G (half)
specular.R (half)
worldNormals.X (half)
worldNormals.Y (half)
worldNormals.Z (half)
worldPositions.X (float)
worldPositions.Y (float)
worldPositions.Z (float)