CinnamonMetal Posted September 22, 2019 Share Posted September 22, 2019 (edited) I'm laying BSDF within a material builder but I'm not getting a uniformed look as one would using the principal shader ? When the camera changes, the object is nearly completely invisible or partially invisible and I would like to know what is the cause of this. Edited September 22, 2019 by CinnamonMetal Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted September 23, 2019 Author Share Posted September 23, 2019 (edited) If one watches this video; they will see all the materials have a uniformed lighting, what is the secret ? Is there no secret and it's simply the image map used to light the scene ? Edited September 24, 2019 by CinnamonMetal Quote Link to comment Share on other sites More sharing options...
Howitzer99 Posted September 25, 2019 Share Posted September 25, 2019 From looking at the video, it does appear that the wall of swatches are all using the same hdri for lighting (similar highlights for each sphere), so maybe that's it? The lookups for environment lighting are based on an infinite sphere, so a small change in position wouldn't be a noticeable as with traditional lighting. Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted September 28, 2019 Author Share Posted September 28, 2019 As you mentioned a small change in position wouldn't be noticeable, although when I change the camera angle the lighting is dramatically changed and the scene becomes too dark ? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.