What ever happened to BA_Lightdome? That's the specific tool I know of
to generate these sorts of light rigs. Also relevant is this article:
http://gl.ict.usc.edu/research/MedianCut/. I'm not sure to what extent
Holger's lightdome implements that algorithm. I wouldn't be surprised
if it does something better, as the Median Cut system doesn't really
describe how to deal with the "sharpness" of the light source. Whereas
Holger's thing makes use of area lights, which presumably means he
tought about this.
The down-side of the light-driven approach is that it doesn't do the
same optimizations FG does for smoothing the light across the screen
space. The up-side is that since it doesn't do that, it will be able to
deal with finer details in the image, the same way AO sort of works
better at catching small bevels and stuff than FG/GI.
- Andy
André Adam wrote:
Would the Create Light Rig From Image tool be an option for your
scenario? I don't think it would get you the whole way, but it could
make a reasonable starting point.
-André
Chris Johnson wrote:
> I don't see the point of using an HDR image to create sharp
shadows. Ray tracing lights are made just for that.
Your using the HDR Map to tell where the shadows should be coming
from in a real world scenario using the intensity of the image to
calculate the intensity of the shadow as opposed to having to use a
light and guesstimating where it should be.
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