The other thread, that was started on this subject, confuses the issue by referring to implicit texture mapping which can be applied to surface texture mapping, but not environment mapping (reflection map). That is why implicit texture mapping is not the solution for reflections pinching at the poles.
Instead of using spherical mapping for the environment, the reflection map must be created that can reflect a true environment, and not one that is created from an un-distorted image. That is why I suggested looking at the cross method, as you can paint the desired box environment. It is just a different way of thinking about a reflected environment. On Sat, Jul 27, 2013 at 6:46 PM, Nancy Jacobs <[email protected]> wrote: > Greetings, > > I'm using the old-style environment spheres with an HDR image wrapped to > light the scene, but invisible to rendering, and a beauty image visible to > the render. The problem is the very visible distortion near the poles of > the sphere. I need 360 degree visual acceptability. I am using a background > which I've made seamless in both directions, a 2:1 rectangle. It seems this > worked in renders at one point years ago in another software. Perhaps even > XSI....I don't recall. > > I'm also trying to substitute this arrangement by using both an > environment (using the HDRI), and 'Spherical Mapping' (using the beauty > image), in the Pass Shaders. But I'm getting very strange results, so not > sure if this is the way to go. Also, it's difficult to line them up > properly so that the light in the HDRI is coming from the same place as the > equivalent visible areas in the beauty image -- which of course one can do > easily in the wrapped spheres. But in the pass shaders, they don't seem to > use the same rotation systems... > > Any advice on getting an undistorted, seamless image going here? With > proper orientations? > > Thanks, > Nancy > -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 * [email protected] *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke <http://www.3danimationmagic.com>

