I've see the light! The trick was in the type of shader. At each attempt the
Illumination=Texture(map coords) has been under a Surface Illumination
shader, while it should have been under Surface Properties. You're totally
right Chris (ofcours you are :))
  


> A few more tips:
> - make the dome's color black (illumination should do the 
> trick, not color)
> - also, put the skydome out of the GI level (don't simply 
> apply the GI shader to the root). The dome is an indirect 
> light source, it doesn't have to be GI shaded.
> - watch out for HDR files with big luminance in small 
> details, they can cause noise and require extra-high 
> raycounts. The same effect as a small window in a dark room - 
> typically very difficult GI scenes.
> - inside the GI shader, go to shader Surface Finishing, to 
> the first Raytracer object and increase Randomness to, say, 
> 30 (corresponding to Raycount1). This makes the GI sampling 
> dome wider and you get more even illumination.
> 
> 
> Good luck - I'd love to see your results some day,
> 
> Mark H

I'll take these tips as valuable advice from a senior VSL expert. Thanks,
especially for the one about the dome outside the GI shader.
There's a very first preview at http://www.bueters.nl/talistower/. The model
is only half finished and there appears to be a weird stripe in the sky
texture, a lot still needs to be done but at least now I'm confident I can
get the hdri-gi combination working. 

Regards and many thanks,

        Frank Bueters


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