You can view the dome if you take the camera outside of it. You can see where the sun is on the image, scale it to fit around the objects, raise it and lower it to get the clouds to show where you want them. This one is transparent as I am using Sun and Sky Only in the render and I want the sun to shine through it.
You can view the dome if you take the camera outside of it. You can see where the sun is on the image, scale it to fit around the objects, raise it and lower it to get the clouds to show where you want them. This one is transparent as I am using Sun and Sky Only in the render and I want the sun to shine through it.
I like the idea of using translucence on a geometry dome to add atmospheric effects to a 'Sun-Sky Only' environment mode Iray render. But I'm not so sure about using a full 360° azimuth / ±90° elevation environmental map on a geometry sphere in the same way - if your horizon undulates above and below the 0° elevation I'd expect to see some problems in that area since the sun-sky lighting has a distinctly horizontal horizon ?
You can view the dome if you take the camera outside of it. You can see where the sun is on the image, scale it to fit around the objects, raise it and lower it to get the clouds to show where you want them. This one is transparent as I am using Sun and Sky Only in the render and I want the sun to shine through it.
I like the idea of using translucence on a geometry dome to add atmospheric effects to a 'Sun-Sky Only' environment mode Iray render. But I'm not so sure about using a full 360° azimuth / ±90° elevation environmental map on a geometry sphere in the same way - if your horizon undulates above and below the 0° elevation I'd expect to see some problems in that area since the sun-sky lighting has a distinctly horizontal horizon ?
This was only a test render but you can see the clouds in the sky which is the Skydome by Merlin I think.
sorry, but I have to ask for some more parameters for the skydome setting.
Currently I'm using the sky maps of glasseye's SkyDomes (a freebee on ShareCG). I tried the parameter you showed in the previous posts. And yes, I get the sun and the shadows of the objects in the scene.
But the light and dark struktures on the ground produced by the translucent sky are not really related to the clouds of the sky map.
And you picture (http://www.daz3d.com/forums/uploads/FileUpload/d3/1036e5c8f89b0b9340336ba6e50e0c.jpg) looks quite different to what I get with those parameters.
As far as I understood, normally you need a transmap for the outcut opacity. But here it seems to work very different.
My problem is, that the most light is transmitted, where the sky shows white clouds. The darker the parts of the sky are, the less light reaches the scene.
Question:
For the translucency method does it meen, I have to change the blue sky to white and the clouds, corresponding to their opacity, grey to black? How did you rework your sky map to suit your proposed method?
And what are all the other parameters for your material setting? Such as Thin walled on/off, all the transmission parameters, scatter only or scatter & transmit, etc.
... and after many thousands of words ... whats the difference between the finite and the infinite dome now?
Just what it says. The Finite Dome can be sized to cover only that part of the scene you want it to and Infinite sphere covers everything in the scene.
If you mean the Intensity sliders then the Map slider increases the number of pixels in the HDRI used for lighting the scene and the Intensity slider increases the amount of light the HDRI adds to the scene. The Intensity slider can be used to lighten or darken the overall light in the scene without there being an HDRI in the Map.
This is only a guess, but I'm thinking that the environment intensity slider controls the light intensity projected by the environment map, and the environment map slider controls the brightness or saturation of the map as it is rendered in the scene as the background - does that make sense?
Comments
Yes, I remember those problems too. So I'm happy that the Iray dome seems to work as it should, at least from my tests to date.
You can view the dome if you take the camera outside of it. You can see where the sun is on the image, scale it to fit around the objects, raise it and lower it to get the clouds to show where you want them. This one is transparent as I am using Sun and Sky Only in the render and I want the sun to shine through it.
I like the idea of using translucence on a geometry dome to add atmospheric effects to a 'Sun-Sky Only' environment mode Iray render. But I'm not so sure about using a full 360° azimuth / ±90° elevation environmental map on a geometry sphere in the same way - if your horizon undulates above and below the 0° elevation I'd expect to see some problems in that area since the sun-sky lighting has a distinctly horizontal horizon ?
This was only a test render but you can see the clouds in the sky which is the Skydome by Merlin I think.
Very useful thread. Thanks folks!
Hi Fishtales,
sorry, but I have to ask for some more parameters for the skydome setting.
Currently I'm using the sky maps of glasseye's SkyDomes (a freebee on ShareCG). I tried the parameter you showed in the previous posts. And yes, I get the sun and the shadows of the objects in the scene.
But the light and dark struktures on the ground produced by the translucent sky are not really related to the clouds of the sky map.
And you picture (http://www.daz3d.com/forums/uploads/FileUpload/d3/1036e5c8f89b0b9340336ba6e50e0c.jpg) looks quite different to what I get with those parameters.
As far as I understood, normally you need a transmap for the outcut opacity. But here it seems to work very different.
My problem is, that the most light is transmitted, where the sky shows white clouds. The darker the parts of the sky are, the less light reaches the scene.
Question:
For the translucency method does it meen, I have to change the blue sky to white and the clouds, corresponding to their opacity, grey to black? How did you rework your sky map to suit your proposed method?
And what are all the other parameters for your material setting? Such as Thin walled on/off, all the transmission parameters, scatter only or scatter & transmit, etc.
I find no two Skydomes react the same to the same parameters :)
I start with my basic parameters and then tweak things until it works :)
I don't change any maps and try different ones until I find one to match the render and that works :)
... and after many thousands of words ... whats the difference between the finite and the infinite dome now?
Just what it says. The Finite Dome can be sized to cover only that part of the scene you want it to and Infinite sphere covers everything in the scene.
If you mean the Intensity sliders then the Map slider increases the number of pixels in the HDRI used for lighting the scene and the Intensity slider increases the amount of light the HDRI adds to the scene. The Intensity slider can be used to lighten or darken the overall light in the scene without there being an HDRI in the Map.
This is only a guess, but I'm thinking that the environment intensity slider controls the light intensity projected by the environment map, and the environment map slider controls the brightness or saturation of the map as it is rendered in the scene as the background - does that make sense?