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Environment dome & matte/shadow catcher options

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  • Environment dome & matte/shadow catcher options

    Would be helpful to have an option to have an "anchored" hemispherical dome option for the HDR/EXR environment. I have to do a lot of vehicle shots and could really use this ability for quick-n-dirty client previews (static & animated) and in some cases even final renders.

    I do realize it can be done with actual geometry (squished spheres/cylinders/etc.) however that also includes extra steps to deal with shadows, lighting, texture scale, and reflections. I'd much rather have a simple approach like what is used in VRed/IRay/Keyshot. For reference & clarity, I'm referring to this type of functionality:
    https://www.youtube.com/watch?v=JBk6jXov05A
    https://youtu.be/reNYxEp40zo?t=7m30s

    Thanks for your consideration.

  • #2
    You can use FStorm environment with importance sampling and hemisphere option

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    • #3
      That setup doesn't produce the result I'm looking for as shown in the videos. When you rotate around the object it's not 'planted' in the environment as shown in the videos above. Here's what I'm getting with those settings: https://www.youtube.com/watch?v=xfDzWuN3kBU
      Did I not configure something properly?

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      • #4
        FStorm doesn't support this feature.

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        • #5
          I guess the next question is can it be made possible on a GPU renderer? I like Jeff do a lot of transport and product viz....this would be an incredible asset for me too.

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          • #6
            I would like to know if this is possible to implement too Karba - this is extremely important for the above mentioned

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            • #7
              Plus 1
              Fstorm definitely needs a shadow catcher material at least.

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              • #8
                Originally posted by Javadevil View Post
                Plus 1
                Fstorm definitely needs a shadow catcher material at least.
                Shadow catcher yes, but that other feature that "sticks" to the background is a pretty different thing

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                • #9
                  Now that the shadow catcher part of this equation is implemented I wanted to bump this post for the hemispherical dome mapping portion to be considered at some point down the road. If more specific information is needed please let me know and I'll compile some additional examples/references.

                  Thanks for your consideration & great work thus far.

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                  • #10
                    Originally posted by jeffpatton View Post
                    Now that the shadow catcher part of this equation is implemented I wanted to bump this post for the hemispherical dome mapping portion to be considered at some point down the road. If more specific information is needed please let me know and I'll compile some additional examples/references.

                    Thanks for your consideration & great work thus far.
                    Unfortunately it has quite rare usage and requires writing a lot of code which may slow down render in general. I will think about it an maybe find some solution.

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