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  • Blurry HDRI

    why should it be used a blurry HDRI for ilumination? it´s a matter of practical use? results? render time?
    www.leobonilla.com

  • #2
    Re: Blurry HDRI

    Blurred HDRIs are used for illumination because of sampling, which extends to results and render times. For a sharp HDRI, there's more disparity between different pixels/areas of the map, therefore more of a difference between samples. This leads to rather noisy results. In order to smooth out that noise, more samples are taken, and thus the rendering takes longer.

    Blurring the HDR will have samples be more similar, therefore having the render be a little smoother and not take as long. The "downfall" is that the blurred hdri will not be able to get as sharp lighting details and shadows, but considering that GI illumination alone is typically not going to produce very sharp shadows anyway, this isn't much of a trade off.
    Damien Alomar<br />Generally Cool Dude

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    • #3
      Re: Blurry HDRI

      ... but if the new spherical light could get a texture option, than we could create image based lighting with sharp shadows ... I hope Joe find time to implement it.
      www.simulacrum.de - visualization for designer and architects

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      • #4
        Re: Blurry HDRI

        Not So...You're thinking of a Dome light. The sphere light is simply a point light, but with a radius so it shows up in reflections and soft shadows
        Damien Alomar<br />Generally Cool Dude

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        • #5
          Re: Blurry HDRI

          Ah that is nice,the only problem is when I use vray spherelight,all I get is the basic properties of rhino,in the light panel...

          Renee

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          • #6
            Re: Blurry HDRI

            Well yes and no...right now, the display for the sphere light is a point light inside a sphere. Those two objects are then grouped. The grouping of the two objects are what causes the light property display to revert to the basic rhino properties. If you subselect the point light (via Ctrl+Shift) then you will be able to select just the point light and get the V-Ray specific options.

            Ultimately, the sphere light isn't ready yet. Not only is its UI not worked out (as evident in the paragraph above), but it doesn't actually work as the sphere light should (ie rendering as a sphere). I'm not sure what the final verdict on the sphere light is, but it has a ways to go in order to properly implemented
            Damien Alomar<br />Generally Cool Dude

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