HDRI Sky maps are cleaned above the horizon line, with no distracting trees, power lines or buildings. Only Sky. Blackened below the horizon, thus ground colour is not affecting lighting. Every hdri was edited so that the sun was always in the centre.
Absolutely!
I think the battle will be between TM and Lumion.
TM does also have a lot of effects, that D5 does not have. But this is a matter of time. I do hope.
Do you have 2022.1 on you computer?
Yes i have a lifetime license update. I just did some testing today and i am totaly, totaly amazed. Blows lumion away in my opinion certainly with the path tracing and offcourse the quixel integration. Lumion is totaly missing the path/ray tracing train in my opinion by staying on their current engine. It restrics the software from making a huge leap and the yearly updates are disapointing in my opinion. Very curious what D5 will counter and how twinmotion will evolve the next year.
ImagePT7_001 (Groot)10801215 2.24 MB
ImagePT7_002 (Groot)10801215 1.88 MB
I just wish some improvements could take place with the hdri background. We need to be able to move it somehow to make it look correct with the scene. I have tried putting my model in all different locations and it looks the same.
Hi,
as far as I know, there does not exist a lifetime update for TM. The perpetual is only for the version you have. For instance 2021. This is, what a reseller told to me.
For release 2022, you have to pay the update prize. Aprox. 50%.
Perpetual is a wrong word for this.
Thanks for the info Flamingo i did a quick check and you are correct. I have license with upgrades until the end of this year as a early updater. I thought it was a lifetime update sadly it is not :p. If i want a license in '22 i will have to renew.
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Thought I should do a quick tutorial on how I use these HDRi Skydomes I'm selling. Note that this is just one of many possible workflows, and there are probably lots of tricks I'm missing and even things I do completely wrong. I should also say that I work mostly with still images, not animations.
2. I use a gamma 2.2 workflow together with reinhard color mapping, so not strictly LWF but shares some of the advantages. I don't want this to turn into a LWF tutorial or discussion, but this post on cgpov.com pretty much sums up how I feel a gamma corrected workflow helps us as visualisation artists.
The reinhard color mapping helps to control burnt out (overexposed) areas. Screenshot of my color mapping set up: The burn value of the reinhard color mapping typically ranges from .75 for an exterior to 0.05 for an interior. You need to experiment with the value until you gain control over the burnt out areas. Here is an example with a camera pointing at the HDR sky:
3. Add a vray dome light and load the exr/hdr using the max bitmap loader. Set the mapping type to environment/spherical. If you are using .hdr files, you can use the vrayHDRi loader instead. It makes no difference whether you use the bitmap loader or the vrayHDRi loader, the vrayHDRi adds a bit more control in that you can control the render multiplier independently from the viewport multplier. Set the output of the .exr to 1 and the vraylight multiplier to 1. If your hdr/exr has no alpha channel it seems you can save quite a bit of memory while rendering (approx 200mb in my case) if you load the exr/hdr as realpixel float rgb rather than the rgba option. (NOTE: ONLY applicable to 3dsmax 2009)
EDIT: Please don't pay too much attention to the 3dsmax 2009 realpixel hdri loading option, it just saved a little bit of memory which is why I mentioned it. I now use a later version of max and no longer have this option either.
5. Add a vrayphysicalcamera, and set the aperture and shutter speed to something that would work for a typical outdoor scene, like F4, 1/200th & ISO 100. Remember that you are in effect using a completely manual camera, there is no 'P' or automatic mode so you need to experiment with different exposures until you get a good result.
6. Hit render and see what you get. If it looks too dark/bright I tend to adjust the bitmap's output rather than the vraylight multiplier, so that I can have a couple of ready setup HDRi's ready to drag and drop onto the dome light. In the examples below I use an output value of 1.5.
It is very easy. First you need to capture hdri at right spot (no trees or buildings around), next you have to process it correctly. For this you can use Affinity Photo if you want to edit spherical 32 bit image, or simply open it in Photoshop and start with clone tool and Content Aware removal tool. Pano2VR will help to transform equirectangular format to cubic, so editing will be much predictable. I have done hundreds of hdri skies that way, and now I am shooting skies mostly from a tower located at peak of the mountain, so I have less editing later on. You can find some of my results here: -skies, but I also delivered my hdris to Viz People, Viz-Park, Chocofur, Adobe and Sketchfab.
I am having some frustrating issues with HDRI skies in Rhino 6 with Vray up to date. I can use the same file in Rhino 5 and my hdri sky will appear in the render, but in Rhino 6 the sky is not applied. I have attempted it in dome light, and also as an environment bitmap. I have attached my settings and an example of how the render is coming out.
I think you need to check all settings in V-ray for Rhino 6 . Then make sure assign the Hdri map in environment bitmap. so if you are using the Hdri map in v-ray dome-light make sure inadvisable option is off that means not need to use the Hdri in environment bitmap and v-ray sun light too that is depend on the type of hdri map .
HDRI-Hubs main goal is to provide you with super high resolution hdri images and architectural textures.
Often textures you find in the internet are way too small for really close up work, so we like to produce them in this outstanding quality.
Most of our textures are at least 4096x4096px large or even bigger and the hdri environments are around 10240x5120px. On custom request many of the skies can be reproduced at even larger resolution.
Seems logical if there would be a slide bar adjustment setting for the skybox scaling. I spend more time on my sky background than anything else with enscape unfortunately. It's the only laking item that bugs me and make renderings look less than presentable.
DPHORVATH , thanks a lot for your suggestion - please be aware that generally only some height/stretching features could be added to adjust the skybox, since overall the sky/hdri file is fixed in its overall perspective and proportions of buildings for example. Feel free to share an example here of course when it comes to the skybox not fitting the scene well and I can then tell if this is something that would even be resolvable with a stretching/height feature.
Demian Gutberlet (Out of Office) is there a specific fraction of the full equirectangular height that the Enscape background fits to? It's not the Enscape provided ones that are an issue but user created ones, manually added to the Enscape "Horizons" folder. (I'm assuming I'm thinking of the same thing DPHORVATH is talking about.)
^^^ The "fraction" will depend on your FOV. A skybox background has to cover 360 horizontally and 180 vertically - it is essentially just mapping the inside of a sphere that encompasses the whole scene. A typical rendering might be 60-75 - so if for example you just wanted to use a standard photo as a background, it would have to repeat/tile 5-6 times.
You can't "scale" the background in two directions without introducing tiling/repeating. And if you scale it one direction the proportions will be messed up, and you would have to fill in color, or -something- where the image is "missing" after it gets scaled. I'd think Enscape could add a scaling feature, but it would have to be used with the understanding that you will see seams if your camera spins the full 360, or if it tilts too far up or down.
I'm talking specifically about Enscape "horizon" image files that allow for the Enscape sky to show above the horizon through the .png transparency. Currently those images are 700 pixels tall. Maybe they are cropped directly from a 4k equirectangular hdri? My issue is when I try to replicate them (by layering a panoramic photo over the original), the proportion doesn't seem to be correct.
The HDRI skies that i like to use are from HDRI Haven. They have great lighting characteristics. However it is very tough to find one that has the lighting you want and the same scale of the scenery to the building model. For example the trees of the HRDI image could appear 200 ft tall when i have a 5 story building in the scene and the maple trees are towering over my 5 story building, that is what i mean by out of scale / proportion. If there was an enscape adjustment to scale the hdri to the model that would be amazing.
If perhaps the HDRI types that i am using are not appropriate for use with Enscape, then let me know (maybe that is my problem). Perhaps someone can suggest another source for HDRI skies for use with Enscape.
If perhaps the HDRI types that i am using are not appropriate for use with Enscape, then let me know (maybe that is my problem). Perhaps someone can suggest another source for HDRI skies for use with Enscape
"Por exemplo, como as rvores da imagem hrdi poderiam aparecem com 200 ps de altura quando eu tenho um prdio de 5 andares na cena e as rvores de ser bordo se e sobre o meu edifcio de 5 andares, que o que eu quero dizer com para a de escala / proporo. Se houve um ajuste enscape para dimensionar o hdri para o modelo que seria incrvel.
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