View Full Version : HDRI viewable sphere
Anadin 04-05-2003, 01:10 PM Here are two pics - before and after.
http://phoenixstar.uk.com/Resources/Old.jpg
http://phoenixstar.uk.com/Resources/New.jpg
(sorry the new 10K limit was too little)
In the background of the new one, you can see where the reflection/GI spheres are. I have added a compositing tag to exclude the floor form the GI but I want the floor to just disapear like before - any ideas?
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flingster
04-05-2003, 11:52 PM
definitely got that jazz club feel to it.
:thumbsup:
holle
04-07-2003, 08:53 AM
Have you try to put a circular gradient in the alpha-chanel of the floor?
Anadin
04-07-2003, 09:02 AM
Thanks flingster - I havn't tried the gradient thing with the floor holle. I'll have a go.
It is a bit wierd that I can see the sphere considering it supposed to be invisible though?
Maybe it only happens with floor objects.
Any of you know the settings for a nice reflective floor that where the reflections fade away - i tried a gradient shader in the reflection channel but it didn't seem to work.
Per-Anders
04-07-2003, 09:07 AM
use the falloff shader free from plugincafe.
Anadin
04-07-2003, 09:15 AM
Great - thanks.
heh...the sphere isnt visible :D...its just its casting different light values on either side of it that show up? if that makes sense....use a disc...and scale it to just a bit smaller than your hdr sphere...this will fix the problem with ease
pixelbot
04-07-2003, 09:14 PM
ok i'm showing my ignorance here - but how is this different from using an enviromental map? I mean in this instance - You've got a chrome object which is only reflecting the HDRI rather than being iluminated by it. You are using the shadow from the same light source as the old one - and in fact the old one is a little more readable - I'm wondering if you can (in this instance) save some rendering time and just use an environmental map - this is because I don't have Cinema 4D 8.1 XL (Only the base v 8.1) and I'd love to have nice looking chrome.
BTW very nice mic
timt
pixelbot...thats actualy a very valid point...ecspecialy with the new exclusion feature in 8.1 you could take advantage of the quality of the hdri and save your self on the rendertime
nice observation
Anadin
04-08-2003, 09:51 AM
Thanks Chi - I'll have a go.
I am using the HDRI sphere for lighting information - but I am using the same sphere for the reflections.
I am working on making the lettering lighter at the moment as I agree about the readability - I have the lettering with 10% illumination in the current version.
hi im back...this time with a picture:D
http://www.cgi.third-era.com/~chi/hdriexamples.jpg
ok so first is A. this is made to illustraste the problem your having with the illumintation...just caused by the other side of the sphere casting its light :\ easy to fix
B. is made to illustrate pixelbots suggestion...this is using and hdri in the enviroment channel with exclusion checked on...this method would work very well with the current set up you have...and renders very fast because you dont have to use radiosity :D
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