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Help with HDR

Posted: Mon Jul 04, 2005 4:39 am
by Sebas
I've been trying HRD out with mx 1.2.2a, so here is what I did;

-converted .hdr to mxi in viewer
-loaded .mxi and applied to spherical emitter
- used skydome at 10 to iluminate dark places (see below...)

Ok, it works, but instead of being like an omni light, it's more of a spotlight, reflecting the HDRI on a hotspot instead of the whole scene. My max crashed so I couldn't save he scene and capture the viewports so you can see exactly how I set this up, but I hade to use a huge, I mean HUGE sphere emitter in order to get that reflection (which is obviously not ok). I tried using 3 smaller ones but I just get a spot on the teapots with the HDRI, and the rest almost black....

any pointers?

anyway.... is it possible to put the texture as environmnent? instead of creating a dome that is...


Thanks

Image

Posted: Mon Jul 04, 2005 9:32 am
by philipbruton
The sphere emitter should encase your scene. Add a sphere encasing your whole scene, invert normals, apply uv mapping ( spherical ), only the top half of the sphere should be above the ground plane, add emitter shader with mxi texture set to "environ, spherical environment".

Image

Posted: Mon Jul 04, 2005 9:41 am
by Sebas
thanks alot philip!

just a newbie issue I guess but I hope it helps others aswell :lol:


Oh! another question... this is more of a texturing question that something related to MW but...

Does the UVW map gizmo have to encase the whole sphere?

Image


or would this actually do the same thing?

Posted: Mon Jul 04, 2005 5:48 pm
by Sebas
well... I think I got it... still testing... thanks philip once more

Image

Posted: Mon Jul 04, 2005 6:08 pm
by psanitra
The teapots have bump map or is it geometry?

Posted: Mon Jul 04, 2005 6:28 pm
by Sebas
psanitra wrote:The teapots have bump map or is it geometry?

just a checker bump

Posted: Mon Jul 04, 2005 6:49 pm
by philipbruton
i would advise to move the gizmo down so u don't get any of the black from your hdr -> mxi image showing from the sphere, so the sphere's original centre and the gizmo's centre line up.