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This happens in max what i do:
Take a snapshot of the view where you want and make it like super big, then apply it to the envoironment slot so that its a still background and then just apply the original hdri file to the reflection shot. ![]() ![]() [17:00] Nikman: you got dubs insted of braincells *Japanese Car Project* Update CRX *My DeviantArt Page Y0* |
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i know....in max you can redner the hdri map from the material ball,choose a nice place to render and render it out to any size.
![]() ![]() [17:00] Nikman: you got dubs insted of braincells *Japanese Car Project* Update CRX *My DeviantArt Page Y0* |
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Quote:
First off, you should make the sphere approach the size of the actual scene. If those buildings are 50 m away, the radius of the sphere should also be 50 m. This should remove any problems with the Y-distortion, since the scale matches the reality of the mapping picture. Regarding the map result of picture #3, you would expect this to happen. It' a basic mapping result (even in other 3D apps). The flat ground plane can never correctly assume the mapping of the sphere (which must be spherical, hence the result you get). Using a sphere is only useful for lighting and reflection. You cannot use it for a groundplane interaction as you intend. If you want real light/shadow interaction between your photo-environment and e.g. a car, then you should in fact have a separate textured ground plane (to place the car on). I hope this helps. |
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VHK try not to bring up year old projects look at the date before posting!
![]() ![]() [17:00] Nikman: you got dubs insted of braincells *Japanese Car Project* Update CRX *My DeviantArt Page Y0* |
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