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RichEnvironments
10-08-2010, 06:57 PM
I'm having issues with my surface shader skydome when rendering with the Physical Sun and Sky. Without PS&S my skydome is at its proper color, but with PS&S the skydome becomes gray.

I do not believe this is an issue with the gamma color correction. I have attempted a brute force "check" by turning the gamma on the camera down to 1 just to see if gamma was causing the normally bright blue sky to appear gray, but this did nothing, the sky was just darker gray.

Any input would be appreciated. I'm including two images below, the first is how the sky should look, the second is how the sky looks with PS&S.

http://img213.imageshack.us/img213/8827/renderbc.jpg (http://img213.imageshack.us/i/renderbc.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

http://img826.imageshack.us/img826/2364/rendersr.jpg
By grimmage (http://profile.imageshack.us/user/grimmage) at 2010-10-08

fortner
10-22-2010, 09:12 PM
what are you rendering in?....could be that you need to change the light linking attribute in the shader, but when I've seen this type of issue in the past, it's been in mental ray.

- fortner

xeltestic
10-27-2010, 08:54 PM
At first glance it looked to me like it has to do with your exposure settings. Some more info would help us help you. Are you using MR?

arusnak
11-03-2010, 02:37 PM
In PSS, since the lighting is come from everywhere and nowhere at once your dome is actually "blocking" the light. That's why its coming out grey. I haven't really found a fix. It usually easier to render out your scene with the sky alpha-ed out, then render out your sky and composite them together.

I'm pretty sure there's a work around that I don't know, but when I ran into this issue before I said "Screw it!" and composited my sky in post render. ;)

InfernalDarkness
11-15-2010, 07:13 AM
There are many workarounds.

1. Do your sky-work in post. There is no reason to use a surface shader in your sky.

2. Render one sun/sky render pass and one image-based IBL pass. Comp these together. There is no reason to use a surface shader for your sky.

3. Use an actual skydome in maya (geometry sphere) and simply miFinalGatherHide this sphere. There is no reason to use a surface shader in your sky.

4. Blend these methods. There is no reason to use a surface shader in your sky.


In PSS, since the lighting is come from everywhere and nowhere at once your dome is actually "blocking" the light.

The sun light is coming from the directional light. Only the FG light comes indirectly. But you are correct with the surface shader skydome blocking light.

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11-15-2010, 07:13 AM
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