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How exactly does one cast a shdow onto an hdri light probe image - since most
are cube or sphere mapped images?
Does one map a non-emmisive copy just inside the emissive one acting as a light
source? Just wondering how to make it reasonably seamless, as the scenes I've
seen so far are on tables or other occluding surfaces.
This just occurred to me:
Can I add a y-gradient to the finish {} block, going from emission 0 to 1?
Thanks!
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Le 17-09-29 à 10:19, Bald Eagle a écrit :
> How exactly does one cast a shdow onto an hdri light probe image - since most
> are cube or sphere mapped images?
>
> Does one map a non-emmisive copy just inside the emissive one acting as a light
> source? Just wondering how to make it reasonably seamless, as the scenes I've
> seen so far are on tables or other occluding surfaces.
>
> This just occurred to me:
> Can I add a y-gradient to the finish {} block, going from emission 0 to 1?
>
> Thanks!
>
>
You just need to make it non-emissive, diffuse only. Next, put it in a
light_group. That way, ANY object can cast shadows onto it. Be sure that
you don't make it to large.
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Am 29.09.2017 um 16:19 schrieb Bald Eagle:
> This just occurred to me:
> Can I add a y-gradient to the finish {} block, going from emission 0 to 1?
That you can't, but you can put the gradient in the texture block, and
use a texture map going from one texture with emission 0 to a texture
with emission 1.
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