KeyShot Forum

Gallery => Amazing Shots => Topic started by: jbeau on May 09, 2013, 12:56:35 PM

Title: VR_360_environment
Post by: jbeau on May 09, 2013, 12:56:35 PM
Passed out about 50 sequences. The environment is modeled and textured, no HDRI was used, all IBL. Comped DOF, optical flares and motion blur. Wheels and rims are rendered directly from KS.
(http://imageshack.us/a/img542/5574/ae360comp01.jpg)

Title: Re: VR_360_environment
Post by: Despot on May 10, 2013, 01:47:59 AM
Correct me if I'm wrong, but I thought HDRI (High Dynamic Range Imaging) and IBL (Image Based Lighting) were essentially the same technique...

J
Title: Re: VR_360_environment
Post by: jbeau on May 13, 2013, 10:25:58 PM
just a note: Play the movie in Quicktime or else it will just play super fast:D

Pretty much the same. Main difference is the tonal range. The background is modeled and texture mapped instead of a spherical image with warped texture coordinates from using KS flatten ground.
I think 16/32 bit tiffs would be ideal, for supporting alphas. Also the setup is different as there is no light from an HDR, so emissives are used help illuminate with blend color to help tie textures.

Admin edit:
Quicktime .mov attached
Title: Re: VR_360_environment
Post by: jbeau on May 15, 2013, 10:02:19 AM
Thanks for posting Josh!

I forgot to mention I did an IES pass for the ground lights at the front of the vehicle and used it as an alpha.