Merging into a new scene doesn’t do anything either. Those odd seams on the sky are coming from a context model that’s behind the camera (just grey boxes casting shadows and visible to reflection - almost as if the sky background is reflecting them?
Very strange behaviour - the Environment appears to reflective - almost as if it’s reflecting itself - the two odd squares are definately my context blocks - if i set them to ‘invisible to reflection’ they disappear from the sky.
If I tick the checkboxes next to Reflect/Refract override and set them to black - the sky goes black. There’s something reflecting somewhere
Okay - can we delete this thread - I’ve figured it out hangs head in shame - one of my glass window panes was a plane that had render scale set at 1000.
I must have created it straight after my ground plane. What a donut
Is there a way to achieve this for an interior shot where there is glass in-between the camera and environment? seems to only work if I hide the glass, but I want the reflection…
Thanks for getting back to me and sorry for the delay!
I wanted to keep the reflections in the glass, which was only possible if I used the same background. So I guess, I was looking for a masking type solution… I’ve been testing out corona recently coming from Vray, so I wasn’t sure how to achieve this in Corona.
I forget how I did it, but I think I rendered without the glass and made sure all the geometry was masked out, then with the glass and just PS’d it? Something like that anyway.
Is there a way in Corona where you can have the HDR only visible in reflections? From what I remember, it seemed like as soon as you have a glass wall in-between the camera it gets complicated?
I am sorry, this is probably due to the language barrier, but I really do not understand what you are after. Perhaps you could post an image or a drawing explaining it?
If it helps, I am attaching a screenshot showing different HDRIs used for direct visibility, reflections, and refraction. Another HDRI could be used for illumination, but in this case I used a solid color.
The thing in the center is a window using a glass material with “Thin shell” option enabled (but it would work the same if this option was disabled).
As you can see:
the “noon” HDRI with blue sky is visible directly
the “sunrise” HDRI is visible as reflection - you can see the strong sun disc reflecting in the window
the “night city” HDRI is visible as refraction - you can see a building as the refraction in the glass
If this doesn’t answer your question, I will need more precise description of the issue.