Hey Guys. I've got two separate questions regarding HDRI.
1) Paul Debevec mentioned that the floor in Fiat Lx comes directly from the HDRI image of the cathedral he used. In his words verbatim:
"Floor was part of the HDRI, but mapped onto the model of St Peter's, and "unlit" to become reflective rather than emissive geometry"
So, is there any easy way to get a non distorted floor back from a HDRI? I've got some great HDRIs with awesome flooring- especially since some of the out there are extreme hi-res, but really dont have anything that juiced up from ordinary textures. It would be nice to fully represent a scene in its entirety. ...unless someone knows of a site which has large (very large) intricately patterned tiles such as those found in churches. I've searched intensively and come up somewhat dry.
2) How does one make an object/material in 3dsmax to be non-emissive to HDRI lighting in particular? I don't want to turn off reflections completely. But it would be nice to be able to control the emissiveness of an object.
-chuck
1) Paul Debevec mentioned that the floor in Fiat Lx comes directly from the HDRI image of the cathedral he used. In his words verbatim:
"Floor was part of the HDRI, but mapped onto the model of St Peter's, and "unlit" to become reflective rather than emissive geometry"
So, is there any easy way to get a non distorted floor back from a HDRI? I've got some great HDRIs with awesome flooring- especially since some of the out there are extreme hi-res, but really dont have anything that juiced up from ordinary textures. It would be nice to fully represent a scene in its entirety. ...unless someone knows of a site which has large (very large) intricately patterned tiles such as those found in churches. I've searched intensively and come up somewhat dry.
2) How does one make an object/material in 3dsmax to be non-emissive to HDRI lighting in particular? I don't want to turn off reflections completely. But it would be nice to be able to control the emissiveness of an object.
-chuck
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