dmtr Posted September 23, 2009 Share Posted September 23, 2009 (edited) Hi Guys, I'm trying to learn more about HDRI lighting...and its not easy for me:). I have a photo where I want to place my elements, and HDRI map in environment slot. Skylight is using environment hdri. The problem is when I render, I get distorted hdri environment instead the image in the viewport...which is natural. But is there any chance combining reflection from hdri and environment map from the photo i have in the viewport? I'd like to get match as close to reality as possible and not sure if my workflow is right... not sure if its clear enough but screen shot shows it well I hope. Edited September 23, 2009 by dmtr Link to comment Share on other sites More sharing options...
Tommy L Posted September 23, 2009 Share Posted September 23, 2009 (edited) Your environment map and your viewport are not really connected in any way, although it can be made to seem as though they are. The viewport is more of a conceptual thing, something that serves as a visual reminder for you. The environment is what the render engine sees as an infinite dimensionless sphere around the scene. Did you create the HDRI? In fact, I dont think you have a problem, I think your workflow is correct. I think the image being rendered is just fine, its just the HDRI is low res. When I say its low res, I mean you need a huge HDRI to use the viewport as a background, becuase the camera sees such a small piece of the spherical image. Edited September 23, 2009 by Tommy L Link to comment Share on other sites More sharing options...
dmtr Posted September 23, 2009 Author Share Posted September 23, 2009 (edited) HDRI map and photo was in one package, it was created from a point where little wire cube is. I downloaded the whole package from moofe.com and use it for training. In the scene I'm using proper HDR file for environment, attached jpg as its lighter. Edited September 23, 2009 by dmtr Link to comment Share on other sites More sharing options...
dmtr Posted September 23, 2009 Author Share Posted September 23, 2009 Thanks for having a look Tommy. So I guess I can save render as TGA and combine with the view in photoshop. Link to comment Share on other sites More sharing options...
Tommy L Posted September 23, 2009 Share Posted September 23, 2009 What res is the hdri? And what mm is the camera? If you take the field of vision (in degrees, say its 45 degrees) then take that as a factor of 360, then divide your horizontal resolution of your HDRI by that factor, you will get the resolution of the section of the HDRI you are rendering in the background. So, if your HDRI is 4000 pixels across....45 degree view.....the res of the background is 500 pixels. A bit crappy for production work. So, just use the viewport. Dont worry about doing it in max, just do it in post, it will take 2 mins, just composite using an alpha channel. Link to comment Share on other sites More sharing options...
dmtr Posted September 23, 2009 Author Share Posted September 23, 2009 Great, thanks for explenation! Camera is 36mm, res of hdri is 8000x4000 so I get 1000 px background image... So I guess post is the best option in that case. Another problem is that I need shadows on the floor, so do you think I shoud just cut them out from the render? Link to comment Share on other sites More sharing options...
FlytE Posted September 25, 2009 Share Posted September 25, 2009 I would suggest using a matte object rather than cutting anything out. Link to comment Share on other sites More sharing options...
dmtr Posted September 25, 2009 Author Share Posted September 25, 2009 thanks for reply, but do you mean matte material? are you suggesting to make material floor look in max look like one in the photo? Link to comment Share on other sites More sharing options...
dmtr Posted September 25, 2009 Author Share Posted September 25, 2009 Ive done quick research about matte material and get it now:) I guess I could also render shadow pass... Link to comment Share on other sites More sharing options...
Tommy L Posted September 25, 2009 Share Posted September 25, 2009 Ive done quick research about matte material and get it now:) I guess I could also render shadow pass... Either would work. Id go with the matte-material. Link to comment Share on other sites More sharing options...
DanGrover Posted September 25, 2009 Share Posted September 25, 2009 Incidentally, if you google for "rayswitcher" (or click here!) you can unlock the "rayswitcher" shader. There are a few and I forget it's name at the moment, but one of them essentially allows you to use a different map for the background of the viewport/render vs the "environment", as it were. In other words, you can have one image in the background, and one casting light and reflections. That said, I don't know what happens if you have the skylight set to "use environment" for the sky. I assume it uses the reflection one, rather than the background one. I don't know if this will help you, but I thought I'd mention it! Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted September 25, 2009 Share Posted September 25, 2009 Incidentally, if you google for "rayswitcher" (or click here!) you can unlock the "rayswitcher" shader. There are a few and I forget it's name at the moment, but one of them essentially allows you to use a different map for the background of the viewport/render vs the "environment", as it were. In other words, you can have one image in the background, and one casting light and reflections. I think these were unhidden from 2009 on. Link to comment Share on other sites More sharing options...
dmtr Posted September 26, 2009 Author Share Posted September 26, 2009 Many thanks Dan, I will definitely try this! Link to comment Share on other sites More sharing options...
dmtr Posted September 26, 2009 Author Share Posted September 26, 2009 Guys, below is the image with HRDI lighting and quick structure composed with photo in PS... For now I used matte material for base to get shadows, I have to improve structure's material I want to get metalic matte with a hit of gloss. I need some more work on modelling as its sketchy now. I'd be thankful if you have any suggestions how can I improve the realness of this image in terms of light/materials ?Any comments welcome... Edges are a bit blurred as I had to use feather tool to get rid of white pixels on the edge...not sure how to compromise both:) Link to comment Share on other sites More sharing options...
Tommy L Posted September 26, 2009 Share Posted September 26, 2009 You are missing the main boon of HDRI lighting.....REFLECTIONS! In photoshop, use the edge blend tool in the layers toolbar dropdown, its second from the bottom but Ive forgotten what its proper name is. Just use 1 pixel. It wil get rid of any halo you have from cutting the render. Link to comment Share on other sites More sharing options...
dmtr Posted September 29, 2009 Author Share Posted September 29, 2009 (edited) Many thanks Tommy. Yes, turning off reflections was it was a bit silly of me . Below is the image with classic spheres to show reflected environment. Edited September 29, 2009 by dmtr Link to comment Share on other sites More sharing options...
jucaro Posted October 6, 2009 Share Posted October 6, 2009 your previous model would better evaluate your HDRI than a clump of mirror balls. Use a semi-gloss and semi-reflective values on your material and see what you can come up. Link to comment Share on other sites More sharing options...
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