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sure, but it's better when it's soft, especially for landscapes. Stretched buildings will still be stretched, but some grass will definitely look better with a soft/curvy transition than a hard/spiky one.
Yes, will have to think about it; I specifically wanted the part above the horizon to be identical to the original environment map, so that the environment lighting would match and would work properly with a dome light. So I will have to see if the lower part can be curved somehow.
personally, i don't care too much about being "physically correct" in this case cause it isn't anyways. I rebuilt the same thing with a flattened sphere and got the same result, i just don't have it as a map . It would be good to have it as an option (a spinner somewhere), so you can turn it off if necessary.
How does the centre parameter work? I find I have to enter 1600mm for the radius and then -1600mm for the Z direction in the centre parameter. Why would I want to adjust X and Y? If used in the 3ds Max environment you can use the orbit tool to spin round to where you want it.
How does the centre parameter work? I find I have to enter 1600mm for the radius and then -1600mm for the Z direction in the centre parameter. Why would I want to adjust X and Y? If used in the 3ds Max environment you can use the orbit tool to spin round to where you want it.
It controls where in space the bottom of the texture will be, so that when you walk around the place, the texture will remain fixed to a certain point in space.
It controls where in space the bottom of the texture will be, so that when you walk around the place, the texture will remain fixed to a certain point in space.
I am having some issues with this. It seems what I see in the viewport is not what I see in the final render. The position of the texture is different. See attachments. The radius is 1600 and the Z centre is -1600. X,Y are at 0. Is it possible to be viewable in V-Ray RT as a background?
Am I missing something here? I applied a spherical HDRI map to the 3ds max viewport and it looks OK. I then tried out the VRayDomeEnv texture and it looks warped. The first method seems to be the best? Why would I want to use the VRayDomeEnv texture method?
Why would I want to use the VRayDomeEnv texture method?
Because it will make the texture behave correctly in reflections to create the illusion that the object is actually on the road, rather than floating somewhere above it.
Because it will make the texture behave correctly in reflections to create the illusion that the object is actually on the road, rather than floating somewhere above it.
Best regards,
Vlado
Ah OK, that makes sense. So if no reflection, essentially it is the same as the normal way? Any reason for the other issue? I still cant seem to match what I see in the viewport when I render.
Ah OK, that makes sense. So if no reflection, essentially it is the same as the normal way? Any reason for the other issue? I still cant seem to match what I see in the viewport when I render.
I haven't made any attempt to make it work in the viewport...
I haven't made any attempt to make it work in the viewport...
Best regards,
Vlado
Ah, perhaps I miss understood the purpose of this As per http://jeffpatton.net/2011/12/iray-h...ironment-mode/ I thought it was so that you could see your HDRI environment correctly in the viewport and then render. However after some tests I cant seem to produce the same issue as this . My HDRI environments match up OK in the viewport. How come in Jeff Patton's example the HDRI is stretched around the scene?
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