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Just a thought in regards to getting a good UV on your sphere.....how
about using a NURBS surface. The UV on a NURBS sphere should give
better results no?
Kris
Tim Leydecker wrote:
Hi Andy,
sorry for the delayed response, I lost track.
Yeah, getting good UV´s on the sphere to rendermap from
has proven bitchy, I´ve still got some stretching at the poles
currently but decided to live with it for now.
Regarding the intensity shift, factor 2 or 4 are ballparkfigures
I´ll dial in to account for the fallof that seems to happen when
using the rendermapped file as source for the enviromentshader
together with FG. From a physically accurate POV one could
argue this "must be" correct, due to conversion happening from
light>rendermapshere>envshader>lit object
but this could also be a complete bogus and I had just set my
diffuse values wrong initially...
Cheers
tim
P.S: I just learned yesterday that at least Mayas materials have
a factor 3.14 (pi) too high defaultvalue for the diffuse, althought
the irradiance attribute has been fixed for mR (both XSI+Maya),
this seems to have slipped through, maybe something to do with that...
----- Original Message ----- From: "Andy Jones" <andy(at)thefront.com>
To: <XSI(at)Softimage.COM>
Sent: Saturday, September 16, 2006 11:38 PM
Subject: Re: Dosch HDRI maps
Actually, now that you mention it, I don't know that I've ever
generated a 32-bit reflection map from scene geometry. I have taken
existing reflection maps and blurred them using shaders and texture
baking to allow for optimized convergence in shaders that
multi-sample the environment (since just blurring a reflection map
typically produces uneven blur). I guess to do a straight-up
reflection map, I would probably just throw a reflection shader on a
sphere and rendermap to a spherical projection. I suppose you could
do a cubic cross, but AFAIK, you'd have to do some manual uv'ing or
something. I think at one point, we wrote a script to spherize an
object, so you could cubic-project on a cube, then subdivide a bunch
of times and spherize it. So you'd basically have a
perfectly-cubically-divisible sphere. Otherwise, the edges aren't
really in the right place, I think. You could also do a cubic map by
rendering out 90 degree cameras in 6 directions -- I've done that for
quick&dirty GL stuff before.
I think in the past, I've usually gone straight to .map, and then
used the .map files directly, without re-exposing. I don't really
see why you should have to adjust for intensity in a general sense --
do you have any idea why that is?
-Andy
Tim Leydecker wrote:
Sorry, I´m using *.ct, not *.map. *.ct works.
Convert it using imf_disp.exe from a Maya install.
(XSI one will work the same or better,depends on build).
Cheers
tim
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Saturday, September 16, 2006 10:11 AM
Subject: Re: Dosch HDRI maps
How do you create your 32bit environmentmaps in xsi?
custom shader? spherical ones or cubics?
I currently bake a 100%reflective sphere to *.map texture
and convert that to a *.hdr/*.exr since it seems using any
other format produces incorrect results in XSI 5.1/5.11
when selected a target for a baking. I think I logged it a bug
allready, at least for *.exr. This approach lacks good
filtering, thought. Also reuqires the resulting file to be
normalized by factor 2 or 4 to get the proper intensity back.
HDRshop is nice to have when comparing actual dynamic
range of source and baked texture for such a matter and
fitting the "intensity" to the former.
Cheers
tim
----- Original Message ----- From: <andy(at)thefront.com>
To: <XSI(at)Softimage.COM>
Sent: Saturday, September 16, 2006 7:26 AM
Subject: Re: Dosch HDRI maps
This is good to know. So, I won't raise my arms and scream if anyone
tries to buy the Extreme High Res ones or the skies (although I will
mention that we already own the skies). I still highly recommend
that
others do so if anyone tries to buy "radiant skies" or "industrial
reflections."
The project we're working on right now requires interior
lighting. And
actually, we were hoping to relight each shot individually. Does
anyone
have any good tricks for getting nice "soft-box" effects in
reflections? And has anyone used the stuff from HDRI-Studio with
any success? It seems
like what we'd really like to have is just a model of a soft-box
with a
proper re-exposable exr texture that I could duplicate and place in a
scene, then generate my own exr environment maps from it (or just
render
it directly).
-Andy
On Fri, September 15, 2006 3:59 pm, Francois Lord wrote:
The Extreme High Res ones are useful when you need an 360 degrees
environment for an SD shot, or when you need very crisp
reflections in HD.
Creating your own HDR image with that quality is quite difficult.
The skies are ok. It's definitely cheaper to buy them than to go
out and
try to get the right sky for the shot you need... for 14 days in
a row.
Kris Rivel wrote:
Well I can only speak on behalf of the "Extreme High Res" and
standard
"Sky" libraries. I found them very useful on several jobs where
creating or shooting our own HDRI was out of the question. If
you have
the time and money though, its worth making your own with a proper
setup. I can highly recommend the guys at EPOP
(http://www.epop.com/).
They use one of those great Spheron cameras
and they created stunning HDRI images for me in the past.
Kris
Andy Jones wrote:
Yeah, I suppose we have too, though we've had just as much luck
just
browsing through Turbo Squid. But these exr's, specifically, are
pretty weak, I think.
-Andy
Joe Laffey wrote:
On Thu, 14 Sep 2006, Andy Jones wrote:
This is just an FYI for anyone who doesn't want to waste $125 or
so. This is now the third time one of our project leads has
decided to buy a package of Dosch HDRI environment maps for a
project. We now own skies, radiant skies, and industrial
reflections. Of these, it's really obvious that radiant skies
and industrial reflections are just CG renders of
poorly-constructed environments. In the industrial reflections,
there are, for example, completely black materials (that don't
ever change color no matter what exposure you use). And none of
the interior lighting re-exposes in any sort of reasonable way.
And the clouds
in the radiant skies are really stupid-looking hand-painted
chicken scratches. The regular "skies" package is not as
bad, but
I
wouldn't say I'm particularly impressed by it, either. Anyway,
just a heads-up about a lame product. For interiors at least,
just save yourself some money and make your own environment maps
of your scenes... If you don't have a scene, just throw some
cubes
in there -- that's all Dosch did.
FWIW, I have gotten some models from Dosch that were more than
adequate for the price. So noth everything they have is lame.
BUt,
like anything caveat emptor.
--
Joe Laffey | Visual Effects for Film and
Video
LAFFEY Computer Imaging |
-------------------------------------
St. Louis, MO | Show Reel
http://LAFFEY.tv/?e02809
USA |
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