> The camera/mirror sphere/HDRshop method can handle every advanced scene > illumination (should even work with V6 GI) but it's very laborious... > Mark
The "camera/mirror sphere/HDRshop method" ? I'd be guessing you are talking about using RS to capture HDRi images , in the same way one would do so , in real life ? However , it is just a guess . The "very laborious" is also a bit of a mystery to me . Was this method covered here and I missed it's journey into the void, or is this considered to be 'common knowledge' , somehow ? thanks in advance garry > Brilliant Matthias! > > I tried it in scenes with volumetric fog and GI but it's no surprise that > didn't work. I was hoping we could now take 360 degree HDR environment > snapshots in any scene without much hassle, but it's a little more > restricted :( > Still very useful, though! > > Quote from the manual: > "Surface Shading - Evaluates all surface shaders from surface geometry to > surface finishing. Illumination, reflections etc. are included. This option > can be used e.g. for reflection map creation. The viewing direction in > shading (which is relevant for reflection computation and some illumination > effects) is perpendicular to the surface." > > The camera/mirror sphere/HDRshop method can handle every advanced scene > illumination (should even work with V6 GI) but it's very laborious... > > Thanks & cheers, > Mark >
