When I want to present products in a scene I often use a white infinite plane to act as a floor. Cast shadows and a little reflection on the floor surface adds to the presence of the objects, I think.
I find, however, that the indirect light coming from the floor tend to wash out the contrast and darkness of dark (black) objects - I mainly design loudspeakers which often are black but end up looking grey and with too much light coming from beneath. (I'll try to upload an image soon to illustrate)
I find Micha's B&D power drill http://www.simulacrum.de/images/B&D2.jpg to be a good example of black remaining black even though the floor is clearly white.
I suspect that reducing the reflectivity of the dark object's material might help - and then compesating by using a suitable HDRI environment map for reflection and turn the multiplier up to achieve higher intensity?
Any hints would be appreciated.
Best regards
Boye
I find, however, that the indirect light coming from the floor tend to wash out the contrast and darkness of dark (black) objects - I mainly design loudspeakers which often are black but end up looking grey and with too much light coming from beneath. (I'll try to upload an image soon to illustrate)
I find Micha's B&D power drill http://www.simulacrum.de/images/B&D2.jpg to be a good example of black remaining black even though the floor is clearly white.
I suspect that reducing the reflectivity of the dark object's material might help - and then compesating by using a suitable HDRI environment map for reflection and turn the multiplier up to achieve higher intensity?
Any hints would be appreciated.
Best regards
Boye
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