A friend of mine been working on some R&D for interior rooms , which i think is pretty cool :p.
So there baked hdri textures of interior rooms, so you get correct parallax, photorealistic motion blur, reflections and GI casting.
He was saying that each room has been corrected with macbeth chart and white balanced. So in the shader you can vary the Kevin temperature and intensity of the texture as its 32bit full foat.
Thank you Gaz, i’ll pass on the message:)
Yea he plans to sell them, but not at the moment wants to add more rooms. As each room takes awhile to create.
Thanks Vizioen :), parallax meaning as these are 3d geometry you can add this to your building at any angle and it will work. Rather then a flat plane with texture.
So if you had a animation with a low camera the interiors will show celling of the rooms. If the camera is moving the rooms wont look flat as they are 3d geometry.
hey glorybound great to here there alot of demand, i’ll give him a push to release this soon if you follow him on vimeo for future releases/news
but not at the moment wants to add more rooms. As each room takes awhile to create.
This is awesome. Makes me want to break out my Structure sensor and see if using it to scan a room could then be combined with shooting an 360 HDRI to provide a similar look - without having to do the poly modeling.
Bren - again it’d be interesting to just get a collection of people to shoot one good hdri of their room and fire it up - if we’d a few different categories that fit bedroom / office / apartment and so on you could easily setup a vray multi subtex and some kind of interior grid object to fill out apartment buildings!
You may want to have him look into interior mapping for an even less resource hogging rendertime version with small visible impact for non-closeup shots.
Thanks for the great responses :p, we going work on creating more rooms for release soon.
The meshes of the rooms is very light, idea is you can easily instance them around. Also re-use the same room but slice it from a different angle
Heres abit info how the shader is set up
1. Image is white balanced / neutral
2. Composite added to texture with VrayColour Temperature. Kelvin can be adjusted warm or cool.
3. Intensity can be adjusted in the VrayHDRI loader of the map.