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CinnamonMetal

BSDF with Uniformed Lighting

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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 by CinnamonMetal

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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 by CinnamonMetal

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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.

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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 ?

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