Make another sphere just like the first but use the high-res image for texture and just keep it on layer one. That way the sphere will be used for mirroring, but not be rendered it self. In render layer set layer 1 and 2 visible (Scene), but only layer 1 included (Layer). It's easy to find out with some experimenting. I also rotated the sphere around to match, but i can't on top of my head remember exactly how. set the x axis scale to -1 else the texture be mirrored as we watch the sphere from the inside. Put the mirror map on a sphere in the center, make it shadeless, scale it up 1000 times. (btw, sIBLedit uses a bluring method wich actually takes the perspective distortions for long/lat projections into account, so for those people wich do want a more accurate blur I would rather recomend its method )Īnyway not wanting to be ungratefull or nitpicking / diminishing your tutorial, just providing further input So the only thing you actually need is a way to actually composite the backgroundīut unfortunatetly, as said in the last post about this topic:Īng(ular) Mapping is for Mirror Ball projections only, and will produce distorted / wrong results along the x axis when used in combination with a 360x180 standard projection method.īut, basically if you want to catch the set data as quickly as possible, you would only rely on the reflection map shooted either by a mirror ball or a fisheye, and use the actual camera footage as a background. set diffuse and specular to 0ĭeactivate traceable, shaddow recive, AND Cast Aproximate. Setup the enviroment lightning texture as you want it.Īdd a sphere, unwrap a spherical uv map, assign the reflection texture. Use Indirect lightning with _Aproximate_ Gather (not sure if they keep it and how far it goes back) This approach works with Blender as well with other modern GI based render engines such as VRay or Thea which can be used with Blender.Ĭomparison of generated images for Background, Reflection, and GI.īlend Demo File 1 ( World Texture Setting )īlend Demo File 2 Background Sphere MatchingĪctually in the current builds there would be a way to incooperate reflection and env lightning into one render pass: ![]() This approach delivers crisp results for the background while reducing the needed render time for HDRI based GI renderings. If you are interested, they also offer through Amazon a very good book about HDRI called "The HDRI Handbook".Īs a small explanation, under smarts IBL you understand the concept of using a high res JPG image for the background, a medium res HDRI image for raytraced reflections and a blurred and low res HDRI file for the diffuse light GI calculation. In addition the website also hosts a set of pre-made HDRI sets free of charge. With this software you can generate the needed image files for the background, reflection and GI pass. This software can be used to generate HDRI files from your digital photography. For those new to HDRI and Image Based Lighting, or those who use it, HDRILabs offers two very useful tools for your HDRI IBL workflow for free.
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