Re: Re[4]: HDR \ AO pass
| Date : Fri, 19 May 2006 10:23:04 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: Re[4]: HDR \ AO pass |
Hi Chris,
open the XSI help and search the index for HDRI.
Have a look at (especially) the entry >HDRI, lighting a scene with
For free (non-commercial use) HDRI images for testing, search google for Paul Debevec, you´ll find several *.hdri images somewhere on his site(s). To get the best out of those, have a look at hdrshop.exe (also somewhere on his site, or linked). The version 1 is free for non-commercial use as well.
Cheers
tim
----- Original Message ----- From: "Chris" <walksfar(at)netscape.ca>
To: "Manny Papamanos" <XSI(at)Softimage.COM>
Sent: Friday, May 19, 2006 4:34 AM
Subject: Re[4]: HDR \ AO pass
Hello Manny, wait, so your saying render out a regular pass, then render out just a pass with HDRI and (no adding the AO yet) comp the two together but making sure that HDRI is OFF on one of the passes?
Christopher
Thursday, May 18, 2006, 12:59:59 PM, you wrote:
HDR PASS is the base image in the attachment it is made with NewPass>>>Image Based Lighting, add uses an HDR image, you can find an hdrimap on the net... You must Enable Final gathering in the render options/region opts. Many may start their "beauty" pass with a conventional ray trace pass with lights and traced shadows... Then add the HDR pass = Image based lighting pass with an HDRI environment map. Then add AO.
Manny PapamanosCREATE>>SOFTIMAGE>XSI
-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Chris Sent: Thursday, May 18, 2006 12:39 PM To: Manny Papamanos Subject: Re[2]: HDR \ AO pass
Hello Manny, I see your example, but how do you setup a HDR pass can you even ? Or in those examples do you have a HDR image as a enviroment then just render it out, then create a AO pass?
Christopher
Thursday, May 18, 2006, 12:11:53 PM, you wrote:
with New Pass>>>Image Based Lighting this is combined with FG so thePretty straight forward... Usually use HDR as an environment map.. that way objects pick up fine detail/color levels in their reflections. You can also use HDR imagesgroup"lighting" comes out of the HDR map for photoreal results. Use the AO pass to add subtle shadow hints in comp that FG or trace don't pick up, use this as a grey mask for a black base color when comping. Test this on a grid and sphere on top of it, add it to aand put the AO shader on the group or make a pass. I have tested these two methods on my spare time and have attached an image as an example;)
CREATE>>>SOFTIMAGE>XSIManny Papamanos
Behalf-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] OnOf Chris Sent: Thursday, May 18, 2006 7:55 AM To: XSI(at)Softimage.COM Subject: HDR \ AO pass
Hello, anyone know where I can get info on setting up both of these kinds of passes? I have been searching 'the base' and other resouces just to find deadlinks.
Christopher
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