I want to render an animation where the camera moves through an interior. If I use a standard infinite HDRI environment than the background will stay constant over the whole straight translation. Here it helps to enable the finite dome feature, the environment is rendered like on a physical sphere. That’s great, but how to get the not needed and strange looking ground away?
Please let me know if I’m misunderstanding your question. From that I understand, if you wish to remove the ground, changing the “Shape” in the Dome Light settings to “Hemisphere” should cut it out according to the position of the Dome Light on the Z axis. This will leave you only with the upper half of the HDRI.
If this is not what you meant, please provide me with a screenshot to illustrate your question visually. Thank you in advance!
I would like to see the whole sphere in finite mode, but without an additional virtual floor. It looks like they forgot to include an option to disable the floor projection. Should be a simple task.
Hello, @Micha ,
Changing the Dome Light’s shape from ‘Sphere’ to ‘Hemisphere’ should do the trick.
You can further adjust the projection towards the Dome light’s edge using the Finite Dome’s ‘Ground Blend’, ‘Radius’, and ‘Projection Height’ parameters.
Unfortunately not, then the bottom half of the sphere is missing, but I want to see the full sphere with a defined diameter only without the distorting bottom effect. The bottom is a useful feature for certain cases, but not in every case.