Home › Forums › Bug Reports and Feature Requests › separate light and reflexion
- This topic has 10 replies, 3 voices, and was last updated 4 years, 8 months ago by Mikhail Luzyanin.
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2020-04-25 at 10:57 am #26592NaxosCGCustomer
Hello,
I’d like to be able to separate environment’s HDRi for lighting and reflexions.
2 good reasons for that :1 – we could use a very messy HDRi for reflexions, but a most soft one for light;
2 – If you need shadows from a spotlight, the global light would be raised-up, so you have to lower both spotlight intensity and environment output RGB, and then the reflexions are dimmed too.Please see my tests pictures below :
"1+1=3... for large values of 1"
2020-04-25 at 10:59 am #26597NaxosCGCustomerAnd also, maybe if we could separate light from shadows, or use the 3dsmax’s Shadows density above default 1.0 to lower the spotlight intensity to 0.1 (so the light is still from HDRi forex.), and up shadows density to 10 to get nice shadows.
"1+1=3... for large values of 1"
2020-04-26 at 10:33 am #26646Yuri KovelenovStaff2020-04-27 at 6:40 am #26683NaxosCGCustomerI see, and what about separating lighs from their shadows? (i mean, without baking of course).
"1+1=3... for large values of 1"
2020-04-27 at 9:58 am #26709Mikhail LuzyaninStaffI see, and what about separating lighs from their shadows? (i mean, without baking of course).
This is very specific thing. We try to keep the behaviour of the engines shaders and other thing as much close as we can to 3ds Max, Blender and Maya, so the difference will do not mixed up users. If you can implement this in 3ds max you can share with us a max file and we’ll look at it can we implement the same behaviour or not. If not so you need to write your own shader. For this you can post this task in this forum may be some one could help you. In Blender you can do this easely becasue of more flexable shader system, so you can try to use Blender to Verge3D plugin for your needs if it’s so important in your pipeline.
Co-founder and lead graphics specialist at Soft8Soft.
2020-04-27 at 11:25 am #26715NaxosCGCustomerThe idea is just to be able to use HDRi for lighting, but to get shadows from spotlights, without any baking that can be too heavy to create (for ex. with the medical bed example).
I don’t know if i explain right.I f you look at the 3 pictures of my first post, you’ll see why it would help a lot.
"1+1=3... for large values of 1"
2020-04-27 at 12:01 pm #26717Mikhail LuzyaninStaffSo as I understand you get right light and shadows on third picture, but you’ve got too dark reflections? You just can to add Emit on it’s material to get them better lit.
Co-founder and lead graphics specialist at Soft8Soft.
2020-04-27 at 1:25 pm #26733NaxosCGCustomerThe 3rd picture is a compromise between the 2 others.
It will make the deal, but it made me think about this request."1+1=3... for large values of 1"
2020-04-27 at 1:58 pm #26736Mikhail LuzyaninStaffThere’s a lot of solutions to get the picture you need:
1. You can try to tweak exposition
2. You can try to make your own HDRI that will be not so dark and keep your scene not overlit. You can use for that HDRI Light Map Studio.
3. You can use scanline material system where is no IBL lighting and you can use for each material separate environments. It’s more tweakable material system.
4. You can use Blender, where you can create a shadow mask for each material and apply it as you need.Co-founder and lead graphics specialist at Soft8Soft.
2020-04-27 at 2:38 pm #26739NaxosCGCustomerpart 3 sounds good : to be able to get differents reflection environments regardless of differents materials.
Can i mix both physical and scanline materials ? So i keep nice physical ones and just scanline for needed specific reflection.
"1+1=3... for large values of 1"
2020-04-27 at 2:44 pm #26740Mikhail LuzyaninStaffCan i mix both physical and scanline materials ? So i keep nice physical ones and just scanline for needed specific reflection.
We are not tested such things, but you can try.
Co-founder and lead graphics specialist at Soft8Soft.
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