All posts related to V2
User avatar
By arch3d
#361908
Hi,
I would like to create solid background (e.g.RGB=128,128,128) It should't affect on rest of the scene.
Saving flat image as HDR and connecting as background is only way to do it?
Any ideas?

Ty for help
By JDHill
#361923
You can use IBL, use sky dome in the background channel, and use a pure white HDRI (here's one) in the other channels. Depending what you are trying to do, you may also want to use sky dome in the reflection and refraction channels. Benefits of doing it this way (as opposed to putting a color HDRI in the background channel) are that you can change the background color at any time, and also use the sky dome's gradient capability, if you want to. If you absolutely need a specific color, though, the only way will be to render with alpha and comp the background in later, since things actually in the scene will be affected by the camera exposure.
User avatar
By arch3d
#361934
Hi,
Thank you for respond.
I am trying to do absolutely neutral environment :P
So i am testing ground material (with gradient as opacity) - it will "catch" shadows of objects and get get rid of horizont line. If my ground will be partial transparent i have to use same one color background.

JDHill - I want to use emiters to get nice lighting, so i dont need to use any extra illumination

Fernando I don't want to use Alpha. It demands extra post production time and i notice that if i use passes render calculates longer...

Cheers
By hatts
#361938
I think I understand now, but I can agree with Fernando in that what you're trying to do would take far longer than post production, and is less flexible.

Adding alpha and/or shadow channels to your render adds only negligible render time if any, whereas tweaking your strange disappearing floor will only cause pain, and will essentially flatten your image.

Post-production is a fact of life...embrace it...

The documented Next Limit solution really does seem to be the best way: http://support.nextlimit.com/display/ma ... ow+channel
Specifically the part about "Knocked out shadow pass vs Full shadow pass"

Can you link to an example image of what you're trying to achieve? Just a bit puzzled because you seem experienced enough to know why we're recommending the alpha clip solution.
User avatar
By arch3d
#361951
arch3d wrote:
rusteberg wrote:do the alpha....
Perfect example :) Thank you.
I will use this image to calibrate monitor :D

I always render with passes. It's best solution.I know it.
But this time I am looking to archive one colour "infinite surface" effect without alpha.

Same effect as rusteberg shows...but without alpha.

No progress yet:(
User avatar
By arch3d
#361955
rusteberg wrote:you mean like this?
yess.... You did it

I just made some tests and almost did it using classical light studio technique...

Image

..but i had to reduce Burn to 0 :(

Image
By rusteberg
#361960
arch3d wrote:So i am testing ground material (with gradient as opacity) - it will "catch" shadows of objects and get get rid of horizont line. If my ground will be partial transparent i have to use same one color background.
it sounded like you were heading in the right direction. keep testing this. if you use the same color for the masked ground plane as the solid color background hdri, then all it comes down to is calibrating the light in your scene in order to match the two colors harmoniously. all it takes is some fine tuning until you find a delicate balance between the three (ground with gradient, solid color hdr background, and illumination..... this one happens to be lit with three emitters)

keep going....

Image
User avatar
By Q2
#362151
Hi Guys, can you show us your scene setup? Where did you place your emitters and how was the scene set up?

Cheers

Q!
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