JCB Posted September 13, 2009 Share Posted September 13, 2009 Hi, is it possible to map hdr images on spheres and use them for lighting as we can do it in Maya? Quote Link to comment Share on other sites More sharing options...
brianburke Posted September 13, 2009 Share Posted September 13, 2009 is it possible to map hdr images on spheres and use them for lighting as we can do it in Maya? Check out the Environment Light tool, or pop an area hlight into environment mode. This uses an infinitely large sphere or hemisphere (depending on the "use full sphere for environment" parameter) as an area source. You can put your hdr image into the "area map" parameter. Quote Link to comment Share on other sites More sharing options...
JCB Posted September 13, 2009 Author Share Posted September 13, 2009 Check out the Environment Light tool, or pop an area hlight into environment mode. This uses an infinitely large sphere or hemisphere (depending on the "use full sphere for environment" parameter) as an area source. You can put your hdr image into the "area map" parameter. yeah, thanks, but I want to adjust my sphere, for example rotate it or customize my mapping. Is that possible ? Quote Link to comment Share on other sites More sharing options...
sanostol Posted September 13, 2009 Share Posted September 13, 2009 You can rotate the environment light. If You want to use a object for lighting the scene, to enable uv modifications You can use a constant material on a sphere that surrounds Your scene. Now You have two options. 1. Add a light template to Your scene and attach a vex global illumionation shader to it. set the irradiancestyel to full irradiance. and render. to speed it up You can enable the irradiance cache in the mantraROP. 2.Change Your renderer to Physically Based Rendering , in the PBR tab set the diffuse limit greater than 0, turn of headlight creation. and render. Adjust the sampling as needed. Now You can use Your sphere to light the scene and adjust the mapping as needed. But PBR works quite nice with environmentlights so I would stick to it first, and use the objectlightway only for illuminating objects, Though it work fine, too. cheers Martin Quote Link to comment Share on other sites More sharing options...
JCB Posted September 14, 2009 Author Share Posted September 14, 2009 (edited) You can rotate the environment light. If You want to use a object for lighting the scene, to enable uv modifications You can use a constant material on a sphere that surrounds Your scene. Now You have two options. 1. Add a light template to Your scene and attach a vex global illumionation shader to it. set the irradiancestyel to full irradiance. and render. to speed it up You can enable the irradiance cache in the mantraROP. 2.Change Your renderer to Physically Based Rendering , in the PBR tab set the diffuse limit greater than 0, turn of headlight creation. and render. Adjust the sampling as needed. Now You can use Your sphere to light the scene and adjust the mapping as needed. But PBR works quite nice with environmentlights so I would stick to it first, and use the objectlightway only for illuminating objects, Though it work fine, too. cheers Martin thanks ! Edited September 14, 2009 by JCB Quote Link to comment Share on other sites More sharing options...
JCB Posted September 24, 2009 Author Share Posted September 24, 2009 It looks like its impossible to render passes like indirect specular with the IPR using a sphere with attached constant shader and hdr image. Its obviously that now everything lighting is indirect, but why is it impossible to get these passes? Is there any workaround ? Quote Link to comment Share on other sites More sharing options...
3__ Posted September 25, 2009 Share Posted September 25, 2009 ... Is there any workaround ? yep: get the render looking right. Then you won't need to spend ages trying to make the image work with passes. Mantra + ipr is up to the job nowadays. Quote Link to comment Share on other sites More sharing options...
JCB Posted September 25, 2009 Author Share Posted September 25, 2009 yep: get the render looking right. Then you won't need to spend ages trying to make the image work with passes. Mantra + ipr is up to the job nowadays. thats all ? Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted September 26, 2009 Share Posted September 26, 2009 It looks like its impossible to render passes like indirect specular with the IPR using a sphere with attached constant shader and hdr image. Its obviously that now everything lighting is indirect, but why is it impossible to get these passes? Is there any workaround ? PBR supports a ton of Deep Rasters (Render Passes). Please see the following sections in the Help: Setting up physically based rendering. Rendering extra image planes (deep rasters) Quote Link to comment Share on other sites More sharing options...
JCB Posted September 26, 2009 Author Share Posted September 26, 2009 PBR supports a ton of Deep Rasters (Render Passes). Please see the following sections in the Help: Setting up physically based rendering. Rendering extra image planes (deep rasters) well, I know that and these help entries do not help me in any way ! Quote Link to comment Share on other sites More sharing options...
sanostol Posted September 27, 2009 Share Posted September 27, 2009 try to use a environment light, than You get extra image planes well, I know that and these help entries do not help me in any way ! Quote Link to comment Share on other sites More sharing options...
JCB Posted September 28, 2009 Author Share Posted September 28, 2009 try to use a environment light, than You get extra image planes I know, but is it the best way ?ß Quote Link to comment Share on other sites More sharing options...
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