Danwhitton
11-04-2003, 06:15 AM
OK.
Got a question on why an HDRI reflection will not fully reflect around a sphere. IS it my ray depth?
MY scene is set up entirely with mr shaders.
sphere has a DGS will light blue diffuse and .8 specularity
ground plane grey diffuse, no psec( although I got some more reflection around the sphere by making my ground somewhat specular, but then the DHR image is mapped onto my ground plane, not what I want to do)
I created a giant sphere turned off all stats to make it invisble, added an mib_lookup_sphere to it. Then went to Render Globals> Custom Entities> Custom Textures and hit create. Sourced the file texture in the hypershade and added an HDR radiance texture to it. Went to my mib-Lookup_Sphere and next to "tex" typed the string of my file.
Next I created a Point light turned on GI (energy =1000, exponet =1.6) suppressed it. Export options> Light Shader> Physical Light
. Under color I set the V(intensity to match the enery of my photons of 1000) Went back made it an area light with sphere.
Render Globals is preety much default
Production Quality
GI
FG with min/max
Precompute photon lookup
jitter
Sampling Quality = 1, 3
Any ideas?
Thanks in advance. Dan
Got a question on why an HDRI reflection will not fully reflect around a sphere. IS it my ray depth?
MY scene is set up entirely with mr shaders.
sphere has a DGS will light blue diffuse and .8 specularity
ground plane grey diffuse, no psec( although I got some more reflection around the sphere by making my ground somewhat specular, but then the DHR image is mapped onto my ground plane, not what I want to do)
I created a giant sphere turned off all stats to make it invisble, added an mib_lookup_sphere to it. Then went to Render Globals> Custom Entities> Custom Textures and hit create. Sourced the file texture in the hypershade and added an HDR radiance texture to it. Went to my mib-Lookup_Sphere and next to "tex" typed the string of my file.
Next I created a Point light turned on GI (energy =1000, exponet =1.6) suppressed it. Export options> Light Shader> Physical Light
. Under color I set the V(intensity to match the enery of my photons of 1000) Went back made it an area light with sphere.
Render Globals is preety much default
Production Quality
GI
FG with min/max
Precompute photon lookup
jitter
Sampling Quality = 1, 3
Any ideas?
Thanks in advance. Dan
