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IBL & Physical Sky

Posted: Tue Dec 09, 2014 8:54 am
by msoon2k
Hey there guys,

Is it actually possible to use Physical Sun + IBL (HDR file) in conjunction?

I've loaded a HDR and my physical sun went dark. I'm kinda lost.

Thanks for any replies, in advance.

Re: IBL & Physical Sky

Posted: Tue Dec 09, 2014 11:43 am
by AlexP
Easiest way is to use sphere with HDR and add ND=1 vacuum layer next to emitter. Then set sky intensity to 0.

Re: IBL & Physical Sky

Posted: Wed Dec 10, 2014 2:24 am
by msoon2k
Oh thank you Alex P. That'd be a good workaround.

Though, I've always thought that Maxwell was able to use IBL's and physical sun together. Can't remember where I read about that.

Re: IBL & Physical Sky

Posted: Wed Dec 10, 2014 12:30 pm
by polynurb
In maxwell 1.7

We are wainting for resurrection ever since.

Re: IBL & Physical Sky

Posted: Wed Dec 10, 2014 6:05 pm
by rusteberg
i wish he would come back too....

Re: IBL & Physical Sky

Posted: Thu Dec 11, 2014 4:11 am
by eric nixon
HDRI SKY (PRESUMABLY SUNLESS) + AN ALIEN SUN (WITH NO HAZE) IS A DUMB IDEA, Y'ALL STUPID.. LATERS.

btw. Painting the sun spot in PS gives fastest renders, but it is a bit tricky to guess how bright the spot/haze/sky should be.

Re: IBL & Physical Sky

Posted: Mon Dec 15, 2014 9:15 pm
by AlexP
It's dumb idea to use sky dome + sun - it gives wrong color. With physical sky setting sky intensity to 0 doesn't change sun color and works really good. Of course you need to keep haze on HDR and match sun position.

Re: IBL & Physical Sky

Posted: Fri Apr 17, 2015 8:02 am
by jc4d
AlexP wrote:Easiest way is to use sphere with HDR and add ND=1 vacuum layer next to emitter. Then set sky intensity to 0.
Thanks for the tip.

Anyway, would be great to have IBL + Sun feature without workarounds. :wink:

Cheers
Juan

Re: IBL & Physical Sky

Posted: Fri Apr 17, 2015 10:25 am
by AlexP
I've noticed that that workaround has one disadvantage. As dome emitter is big it takes really hard to render small light next to it. I had to render twice.

Re: IBL & Physical Sky

Posted: Mon Apr 20, 2015 6:08 pm
by jc4d
AlexP wrote:I've noticed that that workaround has one disadvantage. As dome emitter is big it takes really hard to render small light next to it. I had to render twice.
Yes, you're right. I left over weekend one small house to render with this technique and it reached sl13, I was like wtf? I have use maxwell since beta and this has been the slowest render ever.
I could even say that it triple render time. :evil:
I hope we get a real solution :)